> I Romain I really appreciate your effort to help me, really thanks for > this > but I don't know if you are trying to avoid to admit an android flaw > or if > you are convinved of what you are saying.
I am not avoiding anything but you have failed to far to provide me with something I could use to find such a flaw and fix it. > I'm quite "graphics oriented" (console, pc, tablet, mobiles, embedded > devices) and I never seen a platform that needs 20x the horse power > for a doubled resolution :) Me neither, but you could be bandwidth limited for instance. Again, the CPU has nothing to do with performance of the GPU so this discussion is really not helpful. If your performance in software is good enough, there is no point in drawing a comparison with other devices that also run in software. > My apps draws line and rect as I saied and uses StaticLayout to write > on canvas with the correct wrapping. > this simple codes require double the time > for (i = 0; i < 640; i++) { > g.drawLine(0, alt + i, 360, alt + i, paint); > } This piece of code is exactly what I was talking about in previous message. Sending 640 rendering instructions to the GPU is extremely expensive. The CPU will perform a lot better at this. Changing this loop to a single drawLines() will likely fix the issue. > On my feature phone this code is drawn at the light speed, on galaxy > nexus it is slow not tested > but surely slower with hw acc on. See why above. > Your suggestion is great and reasonable but why we should use > something that we don't need > with such a huge amount of horse power? Don't you think if a feature > phone, a bada phone, > a windows phone, a blackberry phone, can do this also android should > do this? Again, the problem is that a GPU performs very differently from a CPU. Batching rendering operations is one of the best optimizations you can do when running on the GPU. > In any case on the android documentation (API Level 11) I finded that > drawLines() doesn't support antialiasing: > http://developer.android.com/guide/topics/graphics/hardware-accel.html > why do you call this a bug? This documentation is out of date. Antialiasing is supported with drawLine() and drawLines() as of API level 12 or 13. -- Romain Guy Android framework engineer romain...@android.com -- 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