opengl ES 2.0 FrameBuffer strange effect

by cybice » Fri, 22 Oct 2010 05:02:07 GMT


Sponsored Links
 Can anybody explain:

I have an application which to make some effects uses opengl
FrameBuffers
Opengl version is GL ES 2.0 hardware is Nexus One

In my application one call to
draw some texture in FrameBuffer cause FPS decrease from 40 to 30
But 10 calls to 10 FrameBuffers, also cause FPS decrease from 40 to 30
It looks like that switching in opengl to start draw in FrameBuffer
takes the big amount of time,
or something wrong in my code :-)

Can anybody explain what really happens in opengl when i start draw in
FrameBuffer.



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2. how to add space between column in TableLayout

Hi i am just developing application in android . i am building a test
game TicTacToe . i am generating the GUI Programmatically  i know i
can develop the same gui using xml but again i am doing this for
learning .
 okay , i have created a TableLayout and add three TableRows in it and
each row i have created three buttons to create tictactoe interface .
the problem i am facing is that when i add buttons in column in table
row and run it there is no spacing between buttons. i have also use
setPadding() method but it adds spacing around the whole row not in
between columns ,

please help me resolving this issue , am i missing something thanks ..
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that ..?
waiting anxiously for reply .

here is the code
-----------------------------------------------------------------------------------
package org.cprods.tictactoe;

import android.app.Activity;
import android.graphics.Color;
import android.os.Bundle;
import android.view.Gravity;
import android.view.View;
import android.view.ViewGroup;
import android.view.Window;
import android.view.WindowManager;
import android.view.ViewGroup.LayoutParams;
import android.widget.Button;
import android.widget.TableLayout;
import android.widget.TableRow;

public class GameScreen extends Activity{


        private TableLayout gameTable=null;
        private Button gameButtons[][]=null;
        private TableRow rows[]=null;

        @Override
        protected void onCreate(Bundle savedInstanceState) {
                // TODO Auto-generated method stub
                super.onCreate(savedInstanceState);

                gameTable=new TableLayout(this);
        //      gameTable.setGravity(Gravity.CENTER_HORIZONTAL);
                gameTable.setBackgroundColor(Color.BLACK);
                LayoutParams param=new LayoutParams
(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT);
                gameTable.setLayoutParams(param);
        //      gameTable.getLayoutParams
().height=ViewGroup.LayoutParams.FILL_PARENT;
        //      gameTable.getLayoutParams
().width=ViewGroup.LayoutParams.FILL_PARENT;
                gameTable.setStretchAllColumns(true);
                gameButtons=new Button[3][3];
                rows=new TableRow[3];
                int count=1;
                for(int i=0;i<3;i++)
                {
                        rows[i]=new TableRow(this);
                        rows[i].setPadding(5,5,5,5);
                //      rows[i].setLayoutParams(new LayoutParams
(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT));


                        for(int j=0;j<3;j++){
                                gameButtons[i][j]=new Button(this);
//                              
gameButtons[i][j].setWidth((getWindowManager().getDefaultDisplay
().getWidth()/3-30));
//                              
gameButtons[i][j].setHeight((getWindowManager().getDefaultDisplay
().getHeight()/3-30));
                                gameButtons[i][j].setWidth(75);
                                gameButtons[i][j].setHeight(75);
                                
gameButtons[i][j].setBackgroundColor(Color.WHITE);
                                
//gameButtons[i][j].setGravity(Gravity.CENTER_HORIZONTAL |
Gravity.BOTTOM);
                                gameButtons[i][j].setText(""+count);
                                rows[i].setGravity(Gravity.CENTER_HORIZONTAL | 
Gravity.BOTTOM);
                                rows[i].addView(gameButtons[i][j]);
                                //rows[i].
                                count++;
                        }
                        gameTable.addView(rows[i]);
                }
                setContentView(gameTable);
                gameTable.postInvalidate();




        }
}




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