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
--~--~---------~--~----~------------~-------~--~----~
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]
Announcing the new Android 0.9 SDK beta!
http://android-developers.blogspot.com/2008/08/announcing-beta-release-of-android-sdk.html
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en
-~----------~----~----~----~------~----~------~--~---