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Gles20 Calls In Ondrawframe Causes Long Delay

I have written a game in which when onDrawFrame() is called I update the game state first (game logic and the buffers for drawing) and then proceed to do the actual drawings. On t

Solution 1:

I have fixed the issue when I moved all my png image files from /drawable to /drawable-nodpi the game speed goes back to normal on the S3. I assume the auto-scaling done by Android causes the raw bitmap I supplied to opengl in "bad" sizes causing unnecessary texture filtering work on each onDrawFrame, causing the call to miss out vsync and giving a long delay for the glClear while waiting for next vsync. Please correct me if I am wrong, still a newbie to graphics.


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