Keep an array of all the positions of snow flakes, update the positions each update for things like speed downward, and draw them out each draw. I've done this with rain when I wrote the Android version of this app: http://play.google.com/store/apps/details?id=com.speknid.autotrafego
I implemented it both in a View subclass and in OpenGL ES. In the View subclass, the View is placed on top of the menu screens via both being in a FrameLayout. Both update and drawing is done in the draw method and drawing is done using the Canvas API. The draw method triggers another draw via via postInvalidate/postInvalidateDelayed. Frame rate was bad, but passable, although this was back before hardware acceleration for the Canvas API. OpenGL ES version, drawing was done in onDrawFrame of GLSurfaceView.Renderer, updates were done in a separate game update thread that passed arrays of sprites to draw to the render thread. It was triggered every time the render thread sent it a message with a used position update array to update. Frame rate was fine, but make sure you draw all the particles (be they snow flakes or rain) in a single draw call rather than one per particle. Similarly you are better off updating an array of positions and dumping it into a buffer than updating the buffer part by part. On Wednesday, July 11, 2012 11:33:57 PM UTC-7, Rupesh nerkar wrote: > > I want to show snow fall effect in my application.I have one image of snow > fall,to make effect of snow fall,I want image of snow is move slowly from > top to bottom and repeat again so feel like snow fall. > Please suggest me which is the right way to do this task...... > -- 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

