Bart is totally right.  It's not the float divide but is the JNI call
and the OpenGL stack processing that's going to kill you.  What are
you calling glColor so much for anyway?  I'm curious to know what
you're doing with it.

On Jan 13, 2:42 pm, a1 <[email protected]> wrote:
> I'm sure bunch of divisions has nothing to do with your performance
> problems. If you call glColor such frequently you are also calling
> draw functions frequently (possibly with different textures) pushing
> geometry in small chunks will kill you framerate (not to mention
> pushing a lot of textures) try to optimize geometry and textures so
> you can minimize number of calls to draw functions
>
> --
> Bart Januszwww.beepstreet.com
>
> On Jan 13, 4:08 am, Philip <[email protected]> wrote:
>
>
>
> > Would it be possible in the foresable future to get the glColor4ub
> > implemented? I am killing my drawing performances with the bunch of
> > division by 255 on the bytes I need to convert to float to use the
> > glColor4f. Judging by the amount of efforts to get this stuff running,
> > it seems a very easy fix thus my request.
>
> > Thanks in advance.
>
> > Philip
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