I am not getting any speed improvements over just changing the top/
left coordinates of the .drawbitmap() command. I'm going to look into
using OpenGL as I think part of my problem is the (relatively) low
resolution makes even fluid movement seem choppy when it's moving by 1
pixel increments.

On Mar 20, 11:35 pm, Peter Webb <r.peter.w...@gmail.com> wrote:
> Call canvas.translate(-x), draw, then call canvas.translate(x)
>
> You are moving the location on the canvas underneath where you draw,
> after you have drawn whatever you need to move the canvas back.
>
> On Mar 21, 8:47 am, Jeffrey <jeffisagen...@gmail.com> wrote:
>
>
>
>
>
>
>
> > Is there a way around having to call canvas.drawbitmap() every time?
> > And if I call canvas.translate() after drawing the image doesn't move,
> > it instead moves everything that would draw *after* the call to
> > canvas.translate().
>
> > Thank you for your help so far, and I'm hoping you have just a little
> > bit left in you :)
>
> > On Mar 20, 9:12 am, Riyad Kalla <rka...@gmail.com> wrote:
>
> > > Jeffrey,
>
> > > To what Peter said, mobile devices are very fill-rate-limited (at
> > > least these current gen of phones) so depending on how you are
> > > repainting that image over and over and over again to the Canvas, that
> > > could explain the speed issue.
>
> > > If you tried a tiny little 16x16 icon and it went much faster with the
> > > same code, then I think you've found your culprit.
>
> > > Regardless, Peter's approach sounds like the right way; upload image
> > > data to the GPU one, then just move your "view" of it around in a
> > > circle, panning across the image.
>
> > > On Mar 19, 3:07 pm, Jeffrey <jeffisagen...@gmail.com> wrote:
>
> > > > I'm trying to make a simple (or so I thought) live wallpaper that
> > > > takes an image and moves it slowly in a circular motion, to make the
> > > > picture seem less static and more like looking out a window. I took
> > > > the live wallpaper tutorial from the SDK and stripped it down to the
> > > > bare bones so I could add to it. But the issue is that no matter what
> > > > size the image I'm moving, or what format (drawable or bitmap), it is
> > > > only getting about 3 fps.
>
> > > > I don't know what to do to make this run faster, I have very limited
> > > > programming knowledge so I don't know if I'm missing something stupid.
>
> > > > Also, this is the code I'm using to calculate the circular movement:
>
> > > > int NewX = (int) (OffsetX + Math.sin(Dist)*19);
> > > > int NewY = (int) (OffsetY + Math.cos(Dist)*19);
>
> > > > where Dist is the speed it's moving and 19 is the radius of the
> > > > circle.
>
> > > > Is there an easier way? I looked into Tween animation but I don't know
> > > > how I would implement my circle code into it.- Hide quoted text -
>
> > - Show quoted text -

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