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TheoTown

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EgonOlsen:
Even then it wouldn't work. The texture memory counts as VM memory as well. There no chance that this texture can be loaded into 16mb VM. But honestly... who on earth is still bound to such a low limit? Even my first Android device has a 32mb VM (running Android 1.6).

EgonOlsen:
I've added it to the projects page: http://www.jpct.net/projects.html

Lobby:


Thank you, Egon.

Is there any chance to improve blitting performance? Another thing is that uniforms applied to a blitting shader seem to be ignored because blits are drawn batched so just the last set values will be used for one batch.

EgonOlsen:
Performance improvements...I don't see much room for that, to be honest. Have you profiled your app? Are you sure that improving blitting performance would actually help?

About the shader issue: Yes, that's caused by batching. You can break batching by inserting some small, transparent blit with another texture here and there but that would actually reduce performance even more (not the dummy blit itself, but the interrupted batch).

So the need for more performance and the option to be more flexible with the uniforms are actually conflicting wishes here...

EgonOlsen:
If you can provide me with a test case that somehow mimics what your actual game does, I can try to improve things a little but I can't promise anything...

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