The problem isn't tearing, as the images shouldn't be drawn there yet anyway. I don't have my position calculations in a separate thread, should I? I have tried locking the array (though because of my limited knowledge I've gone about it probably the wrong way, by basically having a boolean that tells the draw cycle whether to read the data or not) but that didn't work, probably because of the poor quality of my attempt. I don't know too much about syncing threads and all that so I've been unable to figure this out on my own.
On Aug 6, 12:19 pm, Miguel Morales <therevolti...@gmail.com> wrote: > Perhaps you can try adding a synchronized lock that protects your data array. > Lock it before going into onDraw() and unlock it when finished, and do > the same when calculating your array data. > Do you have a separate thread that calculates positions? > > > > > > > > > > On Fri, Aug 5, 2011 at 6:23 PM, niko20 <nikolatesl...@yahoo.com> wrote: > > Hm sounds like a refresh rate issue, with Surface view you probably > > can't sync to vertical refresh, so you get "tearing", where you see > > halfway animations for a second as the video buffer changes over to > > the next frame. > > > -niko > > > On Aug 5, 1:56 pm, Jeffrey <jeffisagen...@gmail.com> wrote: > >> I'm having an issue with drawing on my surface view. At one point I > >> was just replacing images with new ones in a grid, but the images > >> didn't all draw at the same time. I think that that may have had > >> something to do with modifying the array that it was using to > >> determine what to draw but I couldn't get it resolved even when > >> pausing the drawing. Now I have images that drop down and new ones > >> fall in (think slot machine reels) but the images will occasionally > >> flicker with what the new image is going to be before the old images > >> fall out. > > >> Basically I guess I'm asking what is a good way to either pause the > >> onDraw command while I can edit my arrays and get them all in place or > >> what is a good way to sync my array modifications to not take place > >> during an onDraw cycle? Or is onDraw just bad at drawing images > >> simultaneously and I should be using OpenGL or something? > > > -- > > You received this message because you are subscribed to the Google > > Groups "Android Developers" group. > > To post to this group, send email to android-developers@googlegroups.com > > To unsubscribe from this group, send email to > > android-developers+unsubscr...@googlegroups.com > > For more options, visit this group at > >http://groups.google.com/group/android-developers?hl=en > > -- > ~ Jeremiah:9:23-24 > Android 2D MMORPG:http://solrpg.com/, http://www.youtube.com/user/revoltingx -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en