calling measure and layout applies the size changes and debugging
through ondraw more now seems to be done but still nothing is painted
to the canvas
On Oct 6, 10:10 am, alan <[EMAIL PROTECTED]> wrote:
> I am encountering similar problems myself. I am also trying to draw a
> textview onto a canvas. setWidth and setHeight dont seem to do
> anything and getWidth and getHeight always return 0 which is i think
> the reason nothing is drawn to the canvas
>
> On Sep 26, 9:59 pm, "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> wrote:
>
> > So this shows us how to do 2D on top of 3D. What is the qualitative
> > performance hit of this approach on a device with a GPU? How can 3D
> > on top of 2D be done? What of its performance? :-)
>
> > For a limited application, I am trying out the approach of having View
> > objects render into an OpenGL texture and just having a single OpenGL
> > renderer that blasts all those textured quads to the screen when
> > something needs updating. Has anyone experimented with this? I'm
> > currently having problems even creating a TextView in code and having
> > it render to a canvas:
>
> > TextView tx = new TextView(mView.getContext());
> > tx.setText("Nathan");
> > tx.setWidth(256);
> > tx.setHeight(256);
> > tx.draw(canvas);
>
> > The call to "tx.draw(canvas);" has no effect on the canvas image.
>
> > Any shared wisdom on these topics is appreciated!
>
> > -Nathan
>
> > On Sep 19, 6:57 am, "Mike Reed" <[EMAIL PROTECTED]> wrote:
>
> > > SeeSurfaceViewOverlay.java sample code.
>
> > > On Fri, Sep 19, 2008 at 5:00 AM, Shraddha Bhaskare
>
> > > <[EMAIL PROTECTED]> wrote:
>
> > > > Hi,
>
> > > > I need to know if 2D and 3D can co-exist on the same view.
> > > > Can we have 2D and 3D views on the same screen?
>
> > > > Thanks in advance
> > > > Shraddha
>
>
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