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Thanks to Jack and Pradip. By now, I use canvas and mutable bitmap to update my frame buffer to screen, and I can get 61 fps. But maybe it is not the fastest, I will try glDrawElements as Pradip said later.
在 2009 年 11 7 日,4:32 上午,"Pradip Bhattacharya" <pradip.bh...@gmail.com>编写:
Hi Eric,
Here is my analysis of your problem,
Time required to render frames (approx)
38 FPS => 26 ms (320x480 = 153600 pixels)
61 FPS => 16 ms (320x120 = 38400 pixels)
There is difference of
153600 - 38400 = 115200 pixels which is lowering the FPS.
It seems you had a drop of 26-16=10 milliseconds. I think this is
pretty ok as compared of data being used to render. I can be wrong
because I dont know what else is going around in the application. Try
using glDrawElements to draw a textured quad in ortho view.
On Nov 5, 4:36 am, Eric Wang <eric.wan...@gmail.com> wrote: > Hi, > > I rendered the game frame in ...
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