Did you set the "filter" parameter to true when invoking
createScaledBitmap? AFAIK it does the same as setting
Paint.FILTER_BITMAP_FLAG when otherwise painting bitmaps. This should
enable what you call antialiasing when scaling down the bitmaps.

Hope this helps

On 15 Mai, 11:05, FReDD --- <[email protected]> wrote:
> Hi all,
>
> I'm sorry if this topic has been brought before, but all my searches
> on the web and this group did not help me.
>
> I'm currently developing a little game with th Android SDK, and use hi-
> res bitmaps that I resize accordingly
> to match the device's resolution (letting the system do it for me is
> not "crisp" enough).
>
> I use a SurfaceView, on which I paint in one pass a canvas filling the
> whole surface. The paint uses
> setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN)) to allow
> masking.
> Beforehand, I retrieve various bitmaps -- which are resized at
> initialization with createScaledBitmap() and put in a cache --
> and I apply the bitmaps with a paint on this canvas, before drawing
> this canvas on the SurfaceView.
>
> My problem is, whatever I try, whatever paint settings I use
> (dithering, antialias, etc..), the resized bitmaps are not
> antialiased and the drawing present jagged edges. I tried everything.
> The only little success I had was using inSampleSize
> to approach the desired scaled size and force a first pass of
> antialiasing, before invoking createScaledBitmap on the retrieved
> hi-res bitmap, but it is not beautiful enough. I just can't allow to
> create multitudes of pre-sized bitmaps for every combination
> of resolution. What did I miss ?
>
> Thanks a lot in advance

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