:)

On Tuesday, January 29, 2013 2:18:12 PM UTC+2, cosminr wrote:
>
> Thank you all for your replies.
>
> It seems the following declaration in the manifest solves the problem:
>
> <supports-screens android:anyDensity="false"/>
>
> On Monday, January 28, 2013 5:59:29 PM UTC+2, Piren wrote:
>>
>> you can also set the density on the canvas
>>
>> see this:
>>
>> http://stackoverflow.com/questions/5014882/drawing-a-bitmap-on-a-canvas-got-scaled
>>
>> On Monday, January 28, 2013 5:18:21 PM UTC+2, cosminr wrote:
>>>
>>> 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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