Hello, I have an weird situation, this is: ---------------------------------- I all cases the code is canvas.drawBitmap(mCurrentMap, mCameraRect, mSurfaceRect, null); where mCameraRect.width() == mSurfaceRect.width() and mCameraRect.height() == mSurfaceRect.height() and mCurrentMap is a RGB555 Bitmap --------------------------------------- a1) I have a bitmap of 640x960 pixels a2) I write a portion of 320x480 pixels to the screen canvas, and get a FPS = 58 (phone and emulation) . No problem
b1) I have a bitmap of 640x1440 pixels b2) I write a portion of 320x480 pixels to the screen canvas, and get a FPS = 58 (phone and emulation) . No problem c1) I have a bitmap of 960x1440 pixels c2) I write a portion of 320x480 pixels to the screen canvas, and get a FPS = 58 (phone and emulation) . No problem d1) I have a bitmap of 640x1960 pixels d2) I write a portion of 320x480 pixels to the screen canvas, and get a FPS = 52 in the AVD emulation and 43 in the phone!! It's not a problem with memory, because case c) uses the same memory that d) It seems that some limit was exceed. I am working in a game and need to decide what to do My phone is a Samsung Galaxy with Android 1.5 Any idea? Thanks in advance -- 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

