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Would the proper solution be to load up a ByteBuffer with data from my png image, then when I'm back on the render thread call glTexImage2D? What I don't understand is whether or not OpenGL will actually copy the buffer into it's own location, or directly access mine. The latter approach would be ideal. This is basically what you want to do. ...


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As the article states, in the shader you use the luminance value (between 0 and 1, or between black and white) to index the "fire" texture horizontally. This should give you the color that the pixel shader returns: Index the noise texture. This returns a grey color Take any component from the grey color (r, g and b should be the same) Use that value to ...


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One thing stands out to me that could likely explain the difference in how smooth it looks: I don't see any indication that your updateLogic() method is using the actual delta time between frames. If I'm correct in assuming that dt is your delta time variable, it should not be constant. This probably won't be cut and paste usable, but it should be ...


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If you have seen a game running at 60fps, then reverting to 30fps will always be noticeably less smooth - it's a perception thing. Get someone who has never played your game before to play it at 30fps and they'll probably think it's just fine. Most games target 60fps these days as games running at 60fps have a much better feel. Most recent (high end?) ...


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If you use an alpha-channel for your assets (which is most likely), then you're out of luck with vanilla JPEG anyway. PNG provides a pretty good compression while also being lossless and a format with alpha-channel. There's not much you can improve there, except using a specialized GPU format such as PVR or similar which will allow you to specify different ...


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First of all I'd start with the MP3 file. If you've got Ogg Vorbis already, why having a MP3 as well? Especially 128 kbit/s on a mobile device sounds excessive. The MP3 is taking like 1/3 of your assets, with the PNG files being significantly smaller. As such I'd start trying to convert the MP3 to Ogg Vorbis. I'd expect the file to become smaller. Also let ...


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JPG is a photo format. It's a very efficient format for real-world images. PNG is a successor to GIF. It's a very efficient format for artificial images. The reason is that the compression algorithms differ. The compression for both works by assuming some data is more common than others, and optimizing for that. Photo's have lots of smooth gradients, and ...



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