[android-developers] Re: Graphics in Android

2011-09-12 Thread blake
The Android GUI system is far simpler that Swing. It's more like a cleaned up AWT. It still has a pretty good stable of nifty widgets, but they certainly are not the same widgets you find in Swing-based UIs. The constraints on a mobile app GUI are, at least at the moment, different than those

[android-developers] Re: Graphics with line

2011-06-22 Thread JAlexoid (Aleksandr Panzin)
Let me use my telepathic abilities(I have to since you did not provide the error information)... You are getting ArrayIndexOutOfBoundsException. And there is a long list of issues here: - i=daty.length - This one will always result in an ArrayIndexOutOfBoundsException - using datx[i+1] will

[android-developers] Re: Graphics

2009-09-02 Thread Naresh Kumar
thank u sir On Wed, Sep 2, 2009 at 4:42 AM, Yusuf Saib (T-Mobile USA) yusuf.s...@t-mobile.com wrote: Hello, there are several ways to do graphics in Android, but for starters I suggest you look at the Canvas class. Yusuf Saib Android ·T· · ·Mobile· stick together The views, opinions

[android-developers] Re: Graphics

2009-09-02 Thread Nightwolf
Take a look at the examples from Android SDK - JetBoy, LunarLander, Snake and APIDemos of course. On Sep 2, 5:49 pm, Naresh Kumar naresh.andro...@gmail.com wrote: thank u sir On Wed, Sep 2, 2009 at 4:42 AM, Yusuf Saib (T-Mobile USA) yusuf.s...@t-mobile.com wrote: Hello, there are

[android-developers] Re: Graphics

2009-09-01 Thread Yusuf Saib (T-Mobile USA)
Hello, there are several ways to do graphics in Android, but for starters I suggest you look at the Canvas class. Yusuf Saib Android ·T· · ·Mobile· stick together The views, opinions and statements in this email are those of the author solely in their individual capacity, and do not necessarily

[android-developers] Re: graphics speciall effects

2009-06-12 Thread Dianne Hackborn
The code is here: http://android.git.kernel.org/?p=platform/frameworks/base.git;a=blob;f=libs/surfaceflinger/BootAnimation.cpp On Thu, Jun 11, 2009 at 11:59 PM, doubleslash doublesl...@gmail.com wrote: When you turn on the phone, after the G1 screen, there's a black screen with the word

[android-developers] Re: Graphics question: bilinear interpolation

2009-02-10 Thread j
Yes I am doing an arbitrary distortion. I looked into the cupcake branch platform source code and it seems the binary interpolations are performed natively under JNI. Is that correct? On Feb 9, 6:17 am, Mike Reed r...@google.com wrote: You may be right. The filter_flag kicks in when drawing a

[android-developers] Re: Graphics question: bilinear interpolation

2009-02-09 Thread Mike Reed
You may be right. The filter_flag kicks in when drawing a bitmap through a matrix (scale, rotate, etc.). If you are doing arbitrary distortions in java, then I'm afraid the graphics API can't help per-se. On Sun, Feb 8, 2009 at 4:56 PM, j jac...@gmail.com wrote: Hi Dianne, I am afraid I

[android-developers] Re: Graphics question: bilinear interpolation

2009-02-08 Thread j
Hi Dianne, I am afraid I don't understand how that would help. I am implementing an image distortion algorithm. It takes in a source Bitmap and output a distorted Bitmap. Can you elaborate? On Feb 7, 8:15 pm, Dianne Hackborn hack...@android.com wrote: How about this:

[android-developers] Re: Graphics question: bilinear interpolation

2009-02-07 Thread Dianne Hackborn
How about this: http://code.google.com/android/reference/android/graphics/Paint.html#FILTER_BITMAP_FLAG On Sat, Feb 7, 2009 at 8:06 PM, j jac...@gmail.com wrote: Is there an Android API for performing bilinear interpolation? I discovered that my own interpolation implementation is extremely

[android-developers] Re: Graphics performance

2008-03-27 Thread David Given
tberthel wrote: [...] 25fps is actually really fast, but like you said it is just a single test image. 25fps is fine --- it's just that it's using all the CPU time redrawing and there isn't any left to run the game in! As far as speeding things up the most important thing is to reuse the

[android-developers] Re: Graphics performance

2008-03-27 Thread David Given
David Given wrote: [...] If we instead use GLES, displaying a single polygon that fills the screen, we can change the image by uploading new textures with glTexImage2d. I'm now doing this... and am getting 40-50fps full screen! Which I think is quite reasonable; frame locked to 20fps or so,

[android-developers] Re: Graphics performance

2008-03-27 Thread Steve Oldmeadow
I'm now doing this... and am getting 40-50fps full screen! Which I think is quite reasonable; frame locked to 20fps or so, it should provide plenty of CPU time to run the game in. Oddly enough, the fastest GL texture format is RGB_5_5_5_1. RGB_5_6_5, which is what I would intuitively expect

[android-developers] Re: Graphics performance

2008-03-27 Thread David Given
Steve Oldmeadow wrote: [...] That is very promising. Is this at 240x320 or 320x480? What are your texture dimensions? It's full screen (with no status bars) at whatever the default resolution of the emulator is --- 320x480 seems about right. The texture is the same size. I may have to

[android-developers] Re: Graphics performance

2008-03-27 Thread Steve Oldmeadow
It's full screen (with no status bars) at whatever the default resolution of the emulator is --- 320x480 seems about right. The texture is the same size. I may have to compromise slightly on performance for a real product, because GLES says you can only have powers-of-two texture sizes, so

[android-developers] Re: Graphics performance

2008-03-26 Thread [EMAIL PROTECTED]
It think graphic performance is very limited due to the use of an emulator. Real phones will almost certainly have hardware accelerated 2d-graphics (and probably also 3d). On Mar 26, 6:03 pm, David Given [EMAIL PROTECTED] wrote: Hello, I'm trying to write some highly graphics-intensive code.

[android-developers] Re: Graphics performance

2008-03-26 Thread tberthel
My main issues is that the line drawing is usually faster than images on real phones for up to 12 or so lines, but not the emulator. The drawing images and 3d is actually not that bad for fast phones of 2003, but it should be about 8 times faster. 25fps is actually really fast, but like you

[android-developers] Re: Graphics performance

2008-03-26 Thread Rui Martins
There is a Static Method (createBitmap(...)) that knows how to build a Bitmap from a int buffer (32bits per pixel, ARGB), check that out, maybe it's faster. Haven't check it out against setPixel. // for M3 Bitmap.createBitmap( colorBuf, w, h, false ); // for M5, you need to replace the false