Poking around here some more, it seems like the problem is the way SurfaceView double-buffers output. You kind of have to draw the entire surface every time. I had tried unlocking and relocking on every 'delay' call, but that didn't work either, presumably because the relock produced an incomplete buffer, and adding more data to that and posting it didn't draw the whole picture.
I guess the only mechanism that would work is to maintain a bitmap of the whole Surface and draw *that* incrementally. Then on each 'delay' request, lock the Surface and copy the entire bitmap in to draw the next 'frame'. Ouch. Does this sound 'right'? Or is there a better way? Thanks, Rob -- 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

