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answers:

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I have an Android application that displays VGA (640x480) frames using OpenGL ES. The application reads each frame from a movie file and updates the texture accordingly.

My problem is that, it is taking almost 30 ms. to draw each frame using OpenGL. Similar test using the Canvas/drawBitmap was around 6 ms on the same device.

I'm following the same OpenGL calls that VLC Media Player is using, so I'm assuming that those are optimized for this purpose.

I just wanted to hear your thoughts and ideas about it?

A: 

Which are the calls you are using ? make sure that u create texture only once (glTexImage2D) and next time just update it with new buffer.You can also disable other gl things like depthbuffer,stencil,accumulation,lighting, etc... If none of these helps , check you opengl implementation. make sure that that uses hardware(gpu)

KD

http://cgmath.blogspot.com/

Krishnan