Tagged Questions
2
votes
1answer
80 views
How can I access bitmaps created in another activity?
I am currently loading my game bitmaps when the user presses 'start' in my animated splash screen activity (the first / launch activity) and the app progresses from my this activity to the main game ...
0
votes
0answers
80 views
Opengl binding shaders vs binding buffers performance
Quick question for an opengl guru, I'm in the process of building a render queue and can either reduce the number of shader binding or the number of vertex buffer binding. I just want to know which ...
1
vote
2answers
218 views
Recommended formats to store bitmaps in memory?
I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc)
What is the "usual" ...
2
votes
2answers
297 views
Can frequent state changes decrease rendering performance?
Can frequent texture and shader binding decrease rendering performance?
"Frequent" binding example:
for object
for material in object
render part of object using that material
"Low count" ...
0
votes
2answers
552 views
Graphical Android game: Bad performance in some situations
I am developing a simple graphical game for Android (Java and OpenGL ES). There is no high-end graphics involved, basically a few (less than 10) sprites and some (about 10) dynamically drawn ...
8
votes
1answer
2k views
What does vsynched mean?
I'm always looking for ways to improve the smoothness of my games. When I read around the net I come across the term "vsynched" quite often. What does vsynched mean?
5
votes
2answers
616 views
what options do I have for rendering “large” terrains?
I am trying to design a game with some interesting features but one question I have is regarding terrain. I want a terrain that will make for a very large game world, and I want to be able to have ...