I just noticed the strange thing – looks like my GlSurfaceView.Renderer::onDrawFrame() gets called really rarely. At least I’d expect it to be the other way:
Current renderer’s renderMode is set to RENDER_CONTINUOUSLY (in fact, i didn’t modify the default). By inserting some time measuring code I observe the following:
GLSurfaceView.Renderer::onDrawFrame() is called 100 times in about 15 seconds.
And these 100 frames actually take only about 0.13s to draw.
I wonder where this slowness is coming from and where this 15s-0.13s time is being spent? I would expect the GLSurfaceView to be calling my onDrawFrame like mad, but it looks like it doesn’t 🙂
Am I doing something wrong, or simply I don’t know something? Just beginning to learn OpenGL ES…
Timing onDrawFrame() is not a reliable way to measure performance. When onDrawFrame() is finished, it does not mean that rendering is finished… it only means you’ve finished sending commands to the GL. The actual rendering can take a lot more time, and that’s probably what you’re seeing.