If you have flickering going on, then either : 1) You are drawing only your new shape on top of the canvas and not redrawing the entire canvas from a bitmap the size of your Canvas 2) You are not drawing every frame in your surfaceview thread loop.
The idea of double buffering is simple, instead of drawing directly to your surfaceview canvas, you draw on a bitmap buffer that is the same size as your canvas. Then when the drawing is done on this bitmap, you draw the entire bitmap on the entire screen which is very fast and efficient. Just to be sure...You do have two separate threads ?? One for calculation and next frame computing(game logic thread) and one which is the surfaceview drawing thread ? Yahel -- 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

