I am building a simple live wallpaper for Android. I am uploading the required texture into OpenGL ES 2.0 using the below code. I have loaded all my images into a single file of size 2048×2048. This below code takes about 900 to 1200 ms to load the texture. Is this a normal time or am I doing something wrong to make it slow?
I also try to clear the list of textures in Opengl every time the onSurfaceCreated is called in my renderer. Is this right to be done, or is there a way to simple check if the previously loaded texture is already in memory and if so avoid clearing and reloading? Please let me know your comments on this. Thank you.
Also on screen orientation change the OnSurfaceCreated is called. So the texture upload happens again. This is not a good idea. What is the work around?
public int addTexture(Bitmap texture) {
int bitmapFormat = texture.getConfig() == Config.ARGB_8888 ? GLES20.GL_RGBA : GLES20.GL_RGB;
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
int textureId = textures[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmapFormat, texture, 0);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
return textureId;
}
A few ways you can improve performance.
onSurfaceChangedis called. Initialize yourtextureIdto -1 (in the constructor/surfaceCreated of your renderer) and check at the beginning ofonSurfaceChangedif you have a different Id. When you callglGenTextures, you will get a positive number.GLES20.glGenerateMipMap(GLES20.GL_TEXTURE_2D);