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????

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