Android :: Bad OpenGL Emulation
Aug 19, 2009
I'm developing a new game and have been having inconsistencies between the device and emulator. The biggest one for me right now is that the elements I draw with an orthographic projection work correctly on the device, but are 1/2 the size on the emulator. I've checked and rechecked the code 100 times and I'm positive I've done it right but am confused as to why I'm seeing that result. I suppose I could go forward doing ALL testing on a device - and I may have to, seeing that the emulator's frame rate is horribly slow - but I was hoping that I could do some of the work on it at least.
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Feb 25, 2009
Single Threaded OpenGL game ! (check bottom, you can download and use the helper class) Lighting disabled ! Depth Buffer disabled ! Culling enabled ! Textures disabled !
Just 176 integers (x,y values only) making 88 vertexes along with 132 index numbers making "44 triangles only"
Framerates I get is
with GL_BLENDING disabled - 145 fps approx only! enabled - 110 fps approx only!
I have the screenshot of exact code in the draw function here.. just 2 damn lines ! I have hidden only the comments.. click here to see it http://prasna991.googlepages.com/drawframe.png
variable details in the 2 lines of code =========================== ipts = 176 elements (only x and y for each vertex) totallinetriangles * 3 = 176 lineindexes = 132 elements - type "short"
Here is the screenshot of output drawing and how it will look like http://prasna991.googlepages.com/screen.png
OpenGL single threaded Initialization Helper ================================ Here is my OpenGL helper class.. makes the OpenGL initialization for newbies a cakewalk http://prasna991.googlepages.com/OpenGLHelperclass.txt
I tested by rendering on the touch event only.. frame rate drops only when u touch and drag and here I have just tested by tapping and releasing gently on the emulator and on the device
Is this the device limitations ? So graphics is actually a lot lot lot slower than on iPhone ?
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Jul 24, 2010
I would like to be able to use the OpenGL API from both Java and C (via NDK).
In Java, there is a GL object passed, which has all GL methods on it.
In C, you just talk to the native library.
In a single onDrawFrame callback (for which Java is passed a GL), can I use methods on the GL object, and also call NDK methods which access the openGL library?
In other words, is the GL object just a wrapper for the same instance of the native library?
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Apr 28, 2009
I am currently trying to simulate GPS fixs with android emulator, but I encountered some problems. I can run the app, clic on the send button in the emulator control, but, only the first click provides a position. I am running an ubuntu jaunty, eclipse and SDK 1.5, on a french system with the locale EN_US
Here is my code :...........
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Aug 17, 2010
Anybody know if there is anyway of having multiplayer games on android emulators? i have seen that it is possible on the pc emulators... surely is do-able on android?
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May 26, 2010
Just found out that there's a working PSX emulator for the HTC HD2:
http://www.youtube.com/watch?v=raLRAP9KuPk
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Sep 11, 2010
For years now I've maintained a Tandy Color Computer Emulator applet on my home page. With the purchase of an Incredible I decided to do a port. Getting it going in Android didn't take long but I'm really surprised how slow it runs. You can literally see the pixels painting. I know there are other successful Android emulators so I must be doing something wrong.
My approach was to use a SurfaceView for rendering. There's a separate thread that runs a virtual 6809 CPU. Whenever that thread updates the emulated video memory, it calls SurfaceHolder.lockCanvas() with a Rect describing the part of the screen requiring a repaint. Then it calls the gfx routines with the resulting Canvas...this is where I did a repaint() in AWT/Swing. The gfx routines are smart enough to just render what's in the clipRect. Perhaps I'm still stuck in AWT but I can't think of any way to make this thing run at an acceptable speed. I tried to coalesce the gfx calls but that didn't work either. Any thoughts?
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Jun 4, 2010
I just finished what I hope is the ultimate guide to emulation on Android. I've basically fine-combed the Market and done my best to map out what the Android platform currently has to offer when it comes to retro video game console and home computer emulation. Various Nintendo consoles are covered, of course, as well as Sega, C64, Amiga, ZX Spectrum, TurboGrafx-16 et cetera.
The only emulators I've ignored are those with an average rating below 3. Now to my question: did I miss any good emulators? There might be emulator projects for Android on the web that are not available on the Market? Such as ScummVM, for example, although technically it might not qualify as an emulator. Is there a PlayStation emulator for Android?
Here's the link to the guide if you want to check it out:
The Definitive Guide to Emulation on Android: Play Nintendo, Sega, C64, Amiga and More
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Feb 1, 2010
Please could anyone tell how to best set up an emulation of the Motorola Droid within Eclipse?
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Jul 6, 2010
What's it like on the SGS? I have an iPhone 3g now and have had an iPhone for 29months, getting a bit old. I'm just playing around with GBA Emulation on it now and really like the idea. I guess the screen on the SGS would be an advantage, it's this or an iPhone 4. Advantage being I can get an iPhone 4 for a 12mo contract, and make a profit over that contract compared to what I'm paying now, even with the cost of the handset. But the SGS seems like a superb phone and I'm a bit bored of iOS. Is there anyway to revert the SGS to stock android? So you could just update to Froyo whenever? What are the really cool things about the phone?
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Nov 12, 2010
So it's that wonderul time again for me to renew my tmobile service and get a new phone, and i've narrowed it down to the mytouch slide and the samsung vibrant. Now I just want to get some opinions on which you all think would be better for emulation. The issues I see are:
The vibrant doesn't have a physical keyboard which is much more preferrable than touch controls. On the other hand, it has a really large screen which might make touch controls more usable (i've only played emulators on an iphone 3g)
The mytouch DOES have a keyboard, but has a significantly slower processor (on paper), and therefore might not run emulators as well.
What do you guys think? Anyone with emulator experience on either phone? Is the vibrant touch screen good for controls? If not, is the mytouch powerful enough run emulators as well as the vibrant?
Just as a side note, in all other areas I like the vibrant better, so if the mytouch is overall better for emulation, but only by a small margin, i'll go with the vibrant.
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Nov 13, 2008
There has been discussion on other boards, but emulators and game ports may take a while and depend on if Android is opened for some native code access. The author of my favorite WM emulator, Smartgear (great multi system emu for NES, GBC and Turbografx and Sega) has told me that the "Java" layer is required, so not only do you have to emulate the game systems, you have to also interpret the "Java" layer and this results in slow emulation even on the G1. He wants to release a port of his emu to Android, but says it will not happen until Android has native code access. Coreplayer is another program that is having issues due to Java on Android. They want to port the their media app but state that there is currently too much cpu overhead because any codec not native to the OS ALSO has to go through the "Java" layer. If all things stay constant, this does not mean there will not be emulators, but it does likely mean that even a Gamboy emu will be slow on the G1 or any other Android device. I put quotes around Java, because the container in the OS is more a hybrid of Java, but the cpu overhead is still the same. We will probably not see Doom, Quake, MAME or any full speed emulator with sound until Google opens the OS up to some native code access. Google demoed Quake, but it apparently did not go through the Java layer restriction. I would like to know if they used the SDK or used code native to the cpu. I tend to believe others that the OS will be opened up more by Google, but how long will this take?
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Oct 9, 2012
Ive been learning to build roms and ive created a few of my own but im tired of taking up so much space on my phone and flashing multiple roms. I want to know if there is an Android ROM Emulator that i can run on windows 7 to test the rom before i flash it,
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Jun 2, 2010
There should hopefully be a working version out soon that will carry on working when my Desire gets the 2.2 update in the next couple of months. There's not loads of games out yet for ScummVM, but one in particular I'm really looking forward to is Full Throttle. A really cool game at the time and to be able to play on my Desire will be totally awesome. Any one else looking forward to ScummVM? or if you know of any other Android Emulation projects?
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Dec 11, 2009
As I am new to the Droid world are these apps the way to go for good emulation on the Droid? is the developer coming out with regular updates for these as needed and such?
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May 2, 2013
My phone has alot of build in memory, so it emulates an SD card. But that runs out of space fast.
I have an SD card in it now, but it's mounted as sdcard2.
Can I disable the emulated SD card and make it goto the real sd card?
I can't move apps to the sd card because the sd card is emulated. Programs like link2sd don't give me the option to choose where I want to install to. It just chooses /mnt/sd card, which is the emulated card, not /mnt/sdcard2, which is the real one.
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Mar 14, 2013
I use a bluetooth keyboard to type papers on, and was wondering if it's possible to use it in say SNES9x+ES or Mupen64AE or emulators in general? I'm currently waiting on a replacement keyboard from Sony so I can't test my emulators with it, if they can be used for emulators.
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Feb 22, 2010
I'm trying out the network speed emulation as described in the following link: http://developer.android.com/guide/developing/tools/emulator.html#net...
But is doesn't work, although "network status" command shows the correct values... I know it doesn't work by writing code to monitor the eth0 device in /proc/self/dev/dev, whatever speed I set, it seems always use maximum speed available to the host machine.
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Dec 17, 2009
I'm trying to get started with Android development.
I'm using eclipse on Linux and using a Pentium IV @3.2Gh with 1GB of ram.
I've just followed the "hello android" howto, with just one sad result: the virtualization is too slow.
It seems that launching the virtual machine has to be slow, and it will be slow even if I'll use a better computer.
With slow I mean it takes almost 10 minutes to see "hello android" and if I change it to "hello world" it takes an other 10 minutes...
How can I solve it? Is it possible to make eclipse load again my app in the current and running virtual machine without opening a new one?
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Jan 27, 2009
I am working on developing a 3d game. I have loaded ms3d model in my project and all texture and everything is working fine. I m not loading any joints.But I am facing two major problems which indeed are related to one thing. 1: I have got FPS problem in my game.Its too low even on G1. 2: When I have touch event to control the game it affects the FPSmore. So plz let me know how to optimize it more because the same game with same code of opengl es is wokring at 45 FPS on Iphone So why its running slow on G1.What is opengl es benchmark for G1 ? Wat can be comparison btwn Iphone and G1 related to hardware acceleration?
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Oct 11, 2009
Been working with OpenGL a little more recently, and have been noticing pretty bad performance on my G1. Were there any major changes to OpenGL in 1.6 that would change the performance (or made my code incorrect?) on device? As a test, I grabbed the SpriteMethodTest out of Apps-For-Android, and gave it a spin. I had run it a few months ago and noticed pretty decent performance. With a low number of sprites (10-100), every method (Verts, Hardware VBO's, and DrawTex) had easily over 30fps, with drawTex beating out the others. I fired it up on my G1 (recently updated to 1.6), and all 3 methods are giving me performance of around 10-12fps with all methods of OpenGL at 10 sprites. Just for fun, installed the exact same APK on my girlfriends phone, which has yet to be updated to 1.6, and hers shows what I expected to start with, 30-60fps depending on method. So the question is, did anything change in terms of OpenGL, that would make the example code in SpriteMethodTest less than optimal?
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Nov 16, 2010
I want ask some questions about Opengl es 2.0?
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Aug 24, 2010
What is the correct way to save images in png format, if I want to use it in my Android OpenGL ES application as texture?
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Oct 25, 2010
I am currently trying to develop a game for android in OpenGL ES and I am testing it on my Nexus One. But I have run into some performance problems,and I would like to ask somebody about it,could you help?I currently have a very basic scene - background made of 25 tiles(256x256 texture each), and then a number of textured cubes(128x128 texture for each side of a cube ). However,when I try to display approx. more than 10 cubes, the performance becomes so sluggish that I can't even rotate the scene smoothly. I can't imagine how can I add more objects(player,enemies, all that kind of stuff) when it runs so slowly with 35 objects in total. I mean - games like Raging Thunder 2 probably display hundreds of objects at once(plus they do lots of computations behind the scenes) and they run super- smooth on my nexus one. What am I doing wrong? Could somebody help me please?
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Aug 25, 2010
I am learning Android development, specifically to eventually do OpengL 2.0 ES on it. So far I have read that the NDK supports Opengl 2.0 ES. However, is there also a Java API for it? If there is a Java API for it, which one is recommended? I know both C++ and Java, so it is not a big deal if I have to use the NDK, but I would prefer to work only in Java if possible and without a big performance hit.
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May 27, 2009
I am rendering this PNG with no transparency just fine: http://n4te.com/temp/test.png However if I try to render this PNG (with transparency) with the exact same code, I just get a white box: http://n4te.com/temp/ball.png
I am loading the PNG into a texture like this: Bitmap bitmap = BitmapFactory.decodeStream(input); int[] temp = new int[1]; gl.glGenTextures(1, temp, 0); textureID = temp[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, textureID); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST); // GL_LINEAR for quality. gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle();
I am using this blending: gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); How is it possible to render a PNG with transparency in OpenGL ES?
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Feb 23, 2010
I'm porting over some software from the iPhone, and the fact that I need to use ByteBuffers for my data structures in order to use OpenGL is killing me. My render loop takes 3ms to actually do the work and render screen, but I do need to perform a ByteBuffer clear / repopulate to update a dynamic texture. The bytebuffer clear, followed by the put() and position(0) to prepare for texture uploading takes about 100ms. This is WAY too slow. Is there a way around using ByteBuffers other than going the NDK route? The texture is 512x256 RGBA. should the ByteBuffer .clear() .put() and .position() be taking 100ms?
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May 10, 2010
glReadPixels is too slow, so I need another way. Without testing object by object, Is there any other way?
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Feb 5, 2010
I'm having problems with gluUnProject. I saw other discussions on this message base regarding this function and they did not solve my problem. When I use GLU.gluUnProject I get values that are close, but not quite right. I'm manually keeping track of my model matrix and I replicate the projection matrix manually. (I have also tried setting the projection matrix to identity and manually incorporating a projection matrix into my model matrix, and I ended up with the same results). I tried using the builtin GLU.gluUnProject function and I also implemented my own based on reading that source and reading the C GLU sources and both seemed to give substantially similar results. So I put together a small demo, trying to keep it as minimal as possible and still get the point across. Either this demo shows a misunderstanding I have of gluUnProject or it shows a bug in the function or opengl projections. Can someone check this over and see if I'm just doing something wrong or if there's a bug that needs to be filed? The files are here: http://www.thenewsh.com/~newsham/unproj/ In particular:
unproj.java - full source to example unproj-debug.apk - resulting apk file unproj - directory with full ant-buildable project unproj.zip - zip of directory
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Aug 26, 2010
I'm making a media player application in android where one part of my screen has a animation which is made in OpenGL (ofcourse with Android/JAVA).....So my screen consists of 2 parts:
1) Left hand side consists of all the widgets (using xml).
2) Right hand side consists of the animation made in OpenGL.
I'm able to make the Gui (xml part) and also the animation (opengl). Can i integrate the GUI made in XML file with the animation (made using GLSurfaceview)?
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