what is opengl rendering? - Eee Pad Transformer General

In the about:debug settings of the browser, there is an option for opengl rendering. What does this do? I also noticed that when i disabled it, it got rid of typing lag

Opengl is a framework that communicates with GPU, so that options enables browser to use video chipset to accelerate rendering.

aligatro2010 said:
Opengl is a framework that communicates with GPU, so that options enables browser to use video chipset to accelerate rendering.
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So its hardeare acceleration? Kind of a bummer that typing lags hard with opengl enabled
Sent from my G2X

Mine actually Lags less with it on. I Tried turning it off because I thought it would get rid of typing lag but it got worse..

There is some talk that hardware acceleration is broken in OpenGL environments on the Tegra chip. Who knows, if it works for you, then turn it off.
sassafras

Related

re-enable ati hardware acceleration

i cant figure out how to re enable the ati hardware acceleration
i installed core media player and it disable it... any ideas?
Hmm, this is an interesting question. I remember such a warning when I installed Core Media Player as well. I didn't realise it's a global hardware acceleration switch that was turned off. That may explain why my device is sluggish...
-Krip
anilk said:
Hmm, this is an interesting question. I remember such a warning when I installed Core Media Player as well. I didn't realise it's a global hardware acceleration switch that was turned off. That may explain why my device is sluggish...
-Krip
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Yikes. Me, too.
I didn't realize that either. I wish I saw this thread before I installed this morning.
Email the developer of Coreplayer and ask?
Can you not go under preferences on the video page and re-enable it (sorry if this is a silly quesiton)?
marka2k said:
Email the developer of Coreplayer and ask?
Can you not go under preferences on the video page and re-enable it (sorry if this is a silly quesiton)?
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well i uninstalled it... so no
If it is disabled, which aspects of performance would be affected and by how much? Anyone tested it yet?
boinger66 said:
well i uninstalled it... so no
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Well, isn't it just a matter of areinstallation, activate ATI, and uninstall again?
Don't think its disabled accross the whole device...
Well you're all making valid points regarding this, but I'm inclined to believe (despite the notice during installation), that it doesn't deactivate the hardware acceleration across the whole device, but only disables its use in the mediaplayer as default due to incompatibility. There are too may other aspects of the Athena that would depend on it functioning...like the camera and WMP10 certainly still uses it as MP4 video playback in ASP format is still considerably better than in Coreplayer or TCPMP...meaning hardware acceleration is not disabled by default in WMP10, in IMHO therefore not disabled by default throughout the device...only in coreplayer/TCPMP.
Just my observations...not 100% certain. Plus 2D games are greatly accelerated by the Imageon chip and I must say I have no issues in that department either.
Hi there
If I understand correctly, you're talking about the BMP-caching functionality of the Imageon. If so, no need to uninstall TCPMP, you can re-enable BMP caching from the "Options" menu, then "Options..." menu item, then "ImageOn" tab, then first check-box.
You'll need to soft-reset the device for that setting to take effect, which leads me to think that strangely enough, it IS a system-wide setting....
HeartOfDarkness said:
Hi there
If I understand correctly, you're talking about the BMP-caching functionality of the Imageon. If so, no need to uninstall TCPMP, you can re-enable BMP caching from the "Options" menu, then "Options..." menu item, then "ImageOn" tab, then first check-box.
You'll need to soft-reset the device for that setting to take effect, which leads me to think that strangely enough, it IS a system-wide setting....
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You mean the "Disable OS Bitmap Caching (Advised!)" setting? Hmm, I already have that unchecked so guess I'm OK?
-Krip
Yep, that's what I mean, from what you described (the question asked during TCPMP installation and all).
So yes, you're ok about that, although leaving this box unchecked *sometimes* causes strange artifacts in movies (parts of images that don't disappear as quickly as they should, for instance). But these occurences are so rare that I also left the box unchecked.

OpenGL and Renderer

Ok im trying to set my program to use OpengGL and i have some questions to thos who know more then i.
Right now my main question is if the Render.OnDrawFrame() is run in a continous loop? I have looked through the official documentation but it doesnt say much. And from this is anything drawn in this function immediately drawn to teh screen? or it as if there was swapbuffer at the end?
Next if i were to do all drawing natively could i simply bypass using the Rendering class all together and manage everything myself?
Well, this thread is a little old, but it's still open and I'd like to discuss a little openGL too.
The Renderer is like a separate thread, once you set the renderer object it will run based on what you define with the setRenderMode(int) method.
From the Android decumentation:
Rendering Mode
Once the renderer is set, you can control whether the renderer draws continuously or on-demand by calling setRenderMode(int). The default is continuous rendering.
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Managing all the rendering by yourself, without using the standard classes, might be vary challenging. But you don't need to do this to draw natively, there are ways to access native code inside the renderer.
In fact, each gl method call is a native call, you can have a nice performance boost by making only one native call inside the renderer.
Balosen said:
Well, this thread is a little old, but it's still open and I'd like to discuss a little openGL too.
The Renderer is like a separate thread, once you set the renderer object it will run based on what you define with the setRenderMode(int) method.
From the Android decumentation:
Managing all the rendering by yourself, without using the standard classes, might be vary challenging. But you don't need to do this to draw natively, there are ways to access native code inside the renderer.
In fact, each gl method call is a native call, you can have a nice performance boost by making only one native call inside the renderer.
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Very old indeed!
Yes that is exactly what i did actually. in my onDrawFrame() i call a native method where i do all of the actual drawing(had alot of pre-existing code that made this more practical).

Android 4.0/ICS Ice Cream Sandwich question

Will all apps have to be updated to take advantage of GPU UI rendering, or will Android be able to render all apps via the GPU natively? I desperately hope every app won't require an update to stop using the CPU to render the app's UI with, but I'm afraid that is probably the case. Anyone know for sure?
Roland Deschain said:
Will all apps have to be updated to take advantage of GPU UI rendering, or will Android be able to render all apps via the GPU natively? I desperately hope every app won't require an update to stop using the CPU to render the app's UI with, but I'm afraid that is probably the case. Anyone know for sure?
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If you look at honeycomb you have to enable hardware rendering in the manifest. But that was because some things don't work properly. Hopefully they've either fixed it so all hardware rendering works, or added a new manifest option to turn off hw instead of turning it on.
Ok; thanks.
HomerSp said:
If you look at honeycomb you have to enable hardware rendering in the manifest. But that was because some things don't work properly. Hopefully they've either fixed it so all hardware rendering works, or added a new manifest option to turn off hw instead of turning it on.
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This is true, but just wanted to add a bit from what I understand the reason they put it so you had to manually enable it in your app was because HW acceleration caused slowdows on certain types of 2D drawing, especially lines. So this may not change for ICS. If the HW for 3D stuff is still designed around triangles, then the 2d stuff would still be slow.
Basically I think they wanted people to manually enable it to be aware of how and when to use it. If Android were to move to a 3D interface, then there would be more use for it on UI components.
Anyways this is basically what the Google engineers were telling me at the Developer Labs a couple weeks ago. (This is as far as I understood it, I'm no expert in this area, so I may be getting some bits wrong).
Basically this may not really be a "bug" that will ever get "fixed" so to speak. It may be intentional to not use 3d rending when lower-power, faster, 2d rendering would do.

[L7] [Q]HW overlays and GPU rendering forced JB

Hi.
I was looking for that kind of thread but I only found informations for different devices.
My question is: Is it better to Disable HW overlays and force 2D rendering in apps in L7?
Maybe tick only one of them? I know our Adreno 200 isn`t really good. What is the best resolution for our devices with JB onboard...
Optimus L7 real GPU hardware acceleration
That will help you
And no, don't disable the HW overlays, but force the 2D rendering.

Best graphics on games

Hi all of you people.
I use my s4 to play some big graphics games and i notice that if i change its name on build.prop i can get better graphics on those games. For Eixample by putting s6 name on build.prop (like the touchwiz ported roms do) you get s6 graphics on s4.
Do you know if there is another thing i can change to improve graphics? (Device product name,etc , i dont know)
Maybe a root app , idk.
Thanks for your time trying to help me!
I'm anything but an expert on any of this stuff but it occurs to me that you may be getting more detailed drawing by fooling apps this way but it has to be at the expense of drawing performance. after all you're asking the phone to do something the games devs didn't think was a good idea.
for increased performance in games disable hardware overlays in development options after you bootup.
maybe get yourself an overclockable kernel (if you can find one for your rom).
the GLtools app allows you to spoof hardware details if that's your thing...
Hardware overlays is disabled by default on most roms. So is Force GPU rendering.
Resurrection Remix rom has an "Force High-End Graphics" option. It is experimental and I don't know if it even works, I prefer better performance.
GDReaper said:
Hardware overlays is disabled by default on most roms. So is Force GPU rendering.
Resurrection Remix rom has an "Force High-End Graphics" option. It is experimental and I don't know if it even works, I prefer better performance.
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I've never seen a rom that had it disabled, it resets to it's default active position with every boot...

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