Android Application Development Tutorial – 176 – OpenGL Boosting Performance

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5 responses to “Android Application Development Tutorial – 176 – OpenGL Boosting Performance”

  1. iceshadow625 Avatar

    This is great and all.. but putting objects into a renderer class to draw them, that doesn't work for me. The renderer class is not managing all of my objects, so how do I pass an object to the renderer class to be drawn? I guess I could always take my controller class (Which controls all the objects) and turn that into a render class too, but that just seems like a mess..

  2. luveti Avatar

    Great tutorials! But you want to make sure to limit calls to glEnable and glDisable as they can be quite heavy when called frequently. So putting "gl.glDisable(GL10.GL_DITHER);" inside of onDrawFrame can be quite a performance hit if you call onDrawFrame alot.

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