Android, Opengl Lag In Jni When Touching Screen
I am currently testing out all the features that a need in my game on the Android platform. I have only modified the hello-gl2 sample code, and added some textures, VBO's, FBO's an
Solution 1:
I'm fairly new to android development but found the touch handler to be very laggy also. The default sample is newing up an object and doing this quite a lot - this is bound to make the garbage collector angry. I managed to get it to perform in a less laggy way by calling 'Thread.sleep(10);' inside the run function.
I imagine that replacing the 'new Runnable' with a circular buffer of objects would improve performance but I haven't investigated this yet. I'm the touch events seem to occur on a seperate thread and this may cause complications.
Override public boolean onTouchEvent(final MotionEvent event)
{
queueEvent(
new Runnable()
{
publicvoidrun()
{
int action = event.getAction();
//do your handling heretry
{
Thread.sleep(10);
} catch (InterruptedException e)
{
e.printStackTrace();
}
}
});
returntrue;
}
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