Unfortunately, the createBitmap() method which accepts DisplayMetrics was 
added in API level 17 and I need to support a much lower API level. I tried 
to set the density by passing the DisplayMetrics.densityDpi to 
Bitmap.setDensity(int) and the problem still persists.

On Monday, January 28, 2013 4:38:16 PM UTC+2, Piren wrote:
>
> I think its actually the Bitmap's fault... Bitmap.CreateBitmap can also 
> get DisplayMatrics as a variable, try that with your device's 
> DisplayMatrics (I'm guessing it's High, while the default is something 
> lower, thus causing the fuzziness) 
>
> On Monday, January 28, 2013 12:48:21 PM UTC+2, cosminr wrote:
>>
>> Hi, I am writing a custom view and for optimization purposes, I draw some 
>> static part of the view in a Bitmap. Unfortunately, the quality of the 
>> rendering when using an offscreen bitmap is noticeably less compared to 
>> rendering into the view's canvas bitmap. Here are two screenshots showing 
>> the difference
>>
>> Rendering into view's Canvas:
>>
>>
>> <https://lh5.googleusercontent.com/-wSjtLmhUgz8/UQZV96LTo6I/AAAAAAAAAEM/r9saff_8dlM/s1600/01_view_canvas.png>
>> Rendering into a Bitmap Canvas
>>
>>
>> <https://lh3.googleusercontent.com/-jVuFcXhAf7g/UQZWK7NBNfI/AAAAAAAAAEU/0AfCGfQMudU/s1600/02_bitmap_canvas.png>
>> The difference is most noticeable at the horizontal black line. 
>> The anti-aliasing algorithm seems to affect more pixels (is wider). 
>>
>> The drawing code is the same in both cases, and the offscreen canvas is 
>> created like this
>>
>>             final Bitmap tempBitmap = Bitmap.createBitmap(getWidth(), 
>> getHeight(), Bitmap.Config.ARGB_8888);
>>             final Canvas tempCanvas = new Canvas(tempBitmap);
>>
>> Any ideas on how to get the same rendering in the offscreen canvas as in 
>> the view's ?
>>
>> Thank you
>>
>

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