That's an awfully large texture. Seeing as loading the texture is a one time penalty then openGL really ought to be faster in the long run
On Apr 16, 2:42 am, Frederic <[email protected]> wrote: > I'm in the following situation: I have a large bitmap (~1280x1024) > that I'd like to display on screen, scaled down in a view that fits > the phone's screen (~480x320). This bitmap is frequently updated > (couple of tiles per frame at 15 FPS). I first wanted to implement the > rendering with a SurfaceView but figured out that all the scaling > would be done in software due to limitations in the Android SDK. The > second solution would be to load and render textures in an OpenGL > context. Would that accelerate the resizing? If yes, isn't the cost of > loading textures going to offset what I'll win on the scaling side? > > Any toughts? > > Thanks a lot, > Frederic > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > To unsubscribe from this group, send email to > [email protected] > For more options, visit this group > athttp://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

