Right now what I'm doing is using RENDERMODE_WHEN_DIRTY, creating a
Handler, and using its postDelayed()---just like the Cube sample
wallpaper from Google. However, as far as I can tell, a Handler
doesn't really apply since we're using a GL surface.
I've also noticed that RENDERMODE_CONTINOUSLY seems faster. However, I
need a way to max out the frame rate.
Your method is similar to mine except that yours is probably slightly
more accurate --- a Handler has extra processing since it deals with
the UI, while a timer task doesn't. However, I suspect that because of
thread timing issues, the most accurate/fastest way is probably to
just let GLthread draw itself as fast as possible and slow it down as
necessary.
Will investigate---taking the average of previous frames sounds
promising and will report back later.
On Dec 10, 12:31 pm, Josh Gooderham <joshgooder...@gmail.com> wrote:
> Oh and a few declarations, if that wasn't clear:
>
> class MyEngine extends GLEngine {
>
> private Timer dirtyTimer;
> private TimerTask dirtyTask;
> ...
>
> Joshhttps://market.android.com/developer?pub=gentlemandroidhttp://www.gentlemandroid.com/