I’ve been rather busy today with my day job and only found 2 hours to do something related to Android (yes, only 2 hours…). I played around with shaders and extremely large vertex counts today, and behold it was good. With around 100000 triangles i get a steady frame rate of 37fps most of the time. Now the setup of the scene is a bit special, many of the triangles are rather small or get backface culled. It’s still nice to know that the PowerVR is not all that bad after all. I also noticed a problem with libgdx on Android where loading a non quadratic texture with mip mapping enabled produces nice black output. I have to look into that. But not today. Stefanie made me go to the fitness center she works at. She says i’m to lazy, fat and to dumb :/
I reworked a lot in libgdx as you can tell from the last couple of posts. The reason i haven’t yet release a new version is that i still want to rough out some edges. Text rendering is now extremely easy and fast via the SpriteBatch class and the new Mesh class really helped a lot when intially trying some shaders. I hope to get a new version out by tomorrow. I also fixed a nasty “feature”: When using OpenGL ES 2.0 the surface created will not have a depth or stencil buffer by default. I fixed that and everything works fine now. You can check out the latest source from the SVN if you want the cutting edge features. The examples in src/com/badlogic/gdx/tests should give you a pretty good insight into how things work now along with the extensive documentation.