I've been working on a game with processing for android for a year or so now. Since updating to the latest version of processing from whatever was around about a year ago, I've noticed that my framerate has dropped significantly and I've narrowed it down to filled polygons doing the most damage to my fps. I'm wondering if polygon drawing has changed a lot recently. Also, I'm wondering if there's a good way to up performance by creating all my polygons in some sort of persistent buffer so that I don't have to beginshape() and endshape() for each on every draw. Do vertex arrays work for polygons? I'm only drawing 12 - 15 polygons at a time so I don't understand why it's so slow. Works fine on windows but on my droid incredible, no bueno. If I do a noFill() my fps goes up to a usable rate.
I exported the following android sketch from processing 2.0b7 and imported to Eclipse. It runs on my android device just fine if I don't use the P3D renderer. When I try to use the P3D renderer, the device will show a grey screen, become unresponsive and eventually it will reboot. While the screen is grey, I'll get the following message repeatedly in LogCat:
W/SharedBufferStack(1303): waitForCondition(LockCondition) timed out (identity=23, status=0). CPU may be pegged. trying again.
Just wondering if anyone else has had this issue and if you were able to resolve it. I've spent all day with no luck.