Yes, I have 2 threads. One is for the GUI and the other application tasks. The other is for drawing the visual effects. The 2 visuals that flicker, like "Polar lotus", are based on your first alternative.
The patterns for each new frame form a pattern. That is idea behind "Polar lotus", to not paint over everything so the colors from the old frames form a pattern along with the colors from the new frame. I can't redraw everything in the canvas, because then it would paint over the patterns from the old frames. Then there would be no lotus pattern. "Polar lotus" looks like it should in Symbian, J2ME, Blackberry and as an applet. It is only in Android that the flickering occurs. I can release it as it is, because the flickering effect don't disturb all people. I wouldn't have noticed it if not one person had told me about it. But it would ofcourse be better if I could fix it. On 6 Dec, 11:39, Yahel <[email protected]> wrote: > 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

