Or - make an atlas and only do 1 texture bind per cube. Raging Thunder 2 probably only switches under a dozen times per draw because of atlasing, group-by-texture optimizations, etc.
There are profiling tools you can get to check for performance bottlenecks, btw. Search for the Adreno profiler if you're running a Qualcomm chip or Imagination Tech has stuff for the PowerVR chips. On Oct 25, 1:21 pm, Nightwolf <[email protected]> wrote: > Try reducing texture resolution. > 128x128 texture for each of 6 sides of the cube. That means you do 6 > texture switches to draw one cube. 10 cubes - 60 texture switches per > one scene. > Use one texture for all your cubes and see what you get. > > On 25 окт, 16:40, gambiting <[email protected]> wrote: > > > > > > > > > Hi there, > > > 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???? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

