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2009-12-16
, 22:52
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Posts: 6 |
Thanked: 12 times |
Joined on Dec 2009
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#12
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The Following User Says Thank You to exoticorn For This Useful Post: | ||
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2009-12-20
, 02:33
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Posts: 8 |
Thanked: 16 times |
Joined on Dec 2009
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#13
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2009-12-20
, 02:57
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Posts: 1,310 |
Thanked: 820 times |
Joined on Mar 2006
@ Irving, TX
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#14
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2009-12-20
, 16:00
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Posts: 345 |
Thanked: 467 times |
Joined on Nov 2007
@ Germany
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#15
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Hello,
Would you be able to post the new source code for your simple example? I've tried modifying your simplegl code with _HILDON_NON_COMPOSITED_WINDOW and I'm getting about 30 FPS. Shouldn't it be faster?
Thanks!
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2009-12-21
, 15:28
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Posts: 6 |
Thanked: 12 times |
Joined on Dec 2009
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#16
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Hello,
Would you be able to post the new source code for your simple example? I've tried modifying your simplegl code with _HILDON_NON_COMPOSITED_WINDOW and I'm getting about 30 FPS. Shouldn't it be faster?
Thanks!
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2009-12-21
, 23:44
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Posts: 8 |
Thanked: 16 times |
Joined on Dec 2009
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#17
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I see that you still have the 'usleep(1000*30)' in there, which I guess is the cause for your 30 fps. You also set _NET_WM_STATE_FULLSCREEN twice.
Good luck with your game.
The Following User Says Thank You to Mr_Smiley For This Useful Post: | ||
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2010-02-16
, 15:53
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Posts: 30 |
Thanked: 16 times |
Joined on Jan 2010
@ Berlin
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#18
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2010-02-17
, 05:24
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Posts: 8 |
Thanked: 16 times |
Joined on Dec 2009
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#19
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Hi,
I'm currently learning openGL ES 2.0. I was studying that nice example. Thnks for that.
I was reorganizing and commenting it a bit in order to be more understandable. I would like to replace the wiki-example with my version, which you can find here:
http://www.agnld.uni-potsdam.de/~ber...gl-example.cpp
Is that ok?
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2010-02-17
, 12:08
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Posts: 30 |
Thanked: 16 times |
Joined on Jan 2010
@ Berlin
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#20
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The Following User Says Thank You to endboss For This Useful Post: | ||
There is no need to resort to any trickery like sleeping or flushing to gain performance, they will only make things slower. The fewer you bother EGL/GLES the better.
Notice also that the rendering is asynchronous if you don't do anything that forces synchronization. This means that the application doesn't have to wait rendering to complete before starting the next one which allows CPU and GPU to work concurrently.