zorro wrote:Hello and thanks for the reply.
I found the Neocore demo on a server and i installed it on my phone. I've got 25.9 FPS, very smoothly... so the solution is out there..
zorro wrote:So you're thinking that if the program uses float data type in OpenGL, the rendering is done in software mode.
Unfortunately i cannot try 'san-angeles' on the Galaxy because the phone has Android 1.5 only and it has the latest firmware installed. With Android 2.0 already knocking on the door, i guess a new firmware release is imminent. Perhaps in the next firmware Samsung will enable the proper hardware acceleration. Also I read somewhere on a forum that Motorola Cliq has the same problem as Galaxy.
Back on the subject, maybe the way Qualcomm uses the GL functions is something similar with extensions.. obtain the function address at initialization and then use the function directly, without any NDK. And if i'm thinking a little bit, the Neocore demo was available way before the release of the NDK, so it's using it's own stuff.
Dmitry.Skiba wrote:Well, actually "san-angeles" doesn't link with anything (guessing from code), it just loads OpenGL library and gets functions from there. I think this should work on 1.5 too. I can try to compile it for 1.5 and post result here.
zorro wrote:Man, you're incredible! It works!
zorro wrote:Unfortunately the code above does not work well on Motorola Droid (and other Android 2.0 phones). I don't have the Droid, but users are complaining about 'ghosting' and that's because of the pixel format for sure. The engineers at Google suggest that the best practice is to use the default config provided by GLSurfaceView (without EGL). Using EGL config is more tricky because after that you have to test all the phones and to implement the proper config for each one of them. I tried to find a config that suits all the phones but I didn't succeed.
So I decided to take away from my game the EGL code posted here in order to let GLSurfaceView setup OpenGL without any interfering. With this move I know the Galaxy will move like crap at 2-3 fps, but the Droids are much more popular. After all it's Samsung's fault that the GL renderer not start by default on hardware.. what can I say..
zorro wrote:I'm using MODULATE as well for textures. If you are using EGL for Droid, what config are you requesting. I used to request a 24 bit zbuffer but users complained about 'ghosting'. Then i used explicitly a RGB565 with Z24 but users complained now that the app was not starting at all (crash at init). I don't have the phone and that is why I don't know how to make it work I guess.
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