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Ruben Moreno

Member Since 17 Apr 2004
Offline Last Active Nov 26 2013 01:30 PM

Posts I've Made

In Topic: Speeding up android open gl api calls fro java

28 December 2012 - 10:19 AM

Hi,

 

The dev area for iOS has a very good site about performance and tips using OpenGL ES. Nearly all can be applied to a Java coded Android application, except for VAOs.

 

http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Introduction/Introduction.html#//apple_ref/doc/uid/TP40008793-CH1-SW1

 

I created a game with hundreds of draw calls per frame, without VBOs for Android 2.2 compatibility, and it's playable even on older devices (20 fps on the aging HTC Desire on low quality, 60 fps on Galaxy S2 on max quality). How many draw calls do you have per frame?

 

Regards,

 

Rubén


In Topic: Problem with very simple game loop thread

06 June 2012 - 10:20 AM

I never did any Android stuff. Did you check which lines of code get executed. Insert print/log commands. I'm not sure but shouldn't mThread.run() be mThread.start() ?


He nailed it. The run() call simply executes the implementation inline. You have to call start() to launch the run() implementation on its own thread.

In Topic: Function pointers

30 August 2004 - 01:29 AM

try this:

int(*(checkf[6]))(unsigned __int64& mutare)={checkPawn,checkRock,checkKnight,checkBishop,checkKing,checkQueen};

or this:

int(*checkf[])(unsigned __int64& mutare)={checkPawn,checkRock,checkKnight,checkBishop,checkKing,checkQueen};

or maybe a mix of the two previous:

int(*(checkf[]))(unsigned __int64& mutare)={checkPawn,checkRock,checkKnight,checkBishop,checkKing,checkQueen};

This last attempt appears to be correct, according to the operator precedence table shown here.

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