> The Canvas in Android only uses the phone's CPU and not GPU. 

The Canvas code is only used to blit a pre-formed RGB image to the screen. 
The issue is probably that Jmol itself consumes CPU while rendering the frames. 

It would be a massive rewrite of Jmol to fully implement OpenGL. 

I agree that to "fully implement" OpenGL would be nearly a complete rewrite. 

In addition, I (continue to) seriously wonder whether or not it would be any faster given that we are just rendering spheres. 



While I haven't seen jmol running on Android, I am surprised that it is "sluggish" given that the original target hardware for Jmol was a 600 Mhz 32-bit Pentium. I would have expected modern phone processors to be at least on par with that. 

I wonder ... 

Q: Does the Java implementation on Android have a JIT (Just-In-Time) Compiler, or does the processor interpret the JVM bytecode instructions? 


Miguel



Miguel




On Tue, Oct 8, 2013 at 11:13 PM, Robert Hanson <hansonr@stolaf.edu> wrote:
It would be a massive rewrite of Jmol to fully implement OpenGL. I would opt for something much simpler. What's your application?


On Sun, Oct 6, 2013 at 8:07 PM, Chance Leachman <leachmanchance@gmail.com> wrote:
I've been looking into Jmol for Android. The only problem is that even with the latest and greatest phones, Jmol for Android is still quite sluggish. After putting in some research I found it might have to do with Canvas. The Canvas in Android only uses the phone's CPU and not GPU. Switching to OpenGL might fix this problem. Any ideas or reasons this won't work?


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