Hi Romain,

Thanks for the info.  I am actually using a SurfaceView now.  I am
doing something like the following in my main game thread:

public void run() {

  ,,,,,

   SurfaceHolder holder = ....

  while( infinity! ;) )
  {

    update!

    Canvas canvas = holder.lockCanvas();
    myPaint(canvas);
    holder.unlockCanvasAndPost(canvas);

   }

}

inside myPaint I lay it on pretty good :)  and i'm hoping my 15 fps on
emulator might be a little better on the device?

wondering how much farther OpenGL would take me...

thanks,
Ross


On Aug 28, 11:17 pm, "Romain Guy" <[EMAIL PROTECTED]> wrote:
> > My understanding was that 2D graphics implemented on top of the Canvas
> > class would also be accelerated to some extent on the device.  Is this
> > not the case?
>
> No, currently the Canvas class uses pure software rendering. This may
> change in the future though.
>
> >  Are 2D graphics operations done on top of OpenGL
> > substantially faster on device than 2D graphics operations done on top
> > of Canvas?
>
> Using OpenGL lets you bypass the view hierarchy system, which would
> probably help in the case of a game. You can also use a solution
> halfway between the two and simply use a SurfaceView. You can refer to
> the LunarLander example to see how it's done.
>
> --
> Romain Guywww.curious-creature.org
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