So I am trying to do all I can to increase the FPS on one my games.

When trying to draw a bitmap to the background of a canvas, and then
call unlockAndPost() on that canvas the fps rate goes down about 30%
So I am trying to work with the lockCanvas(dirtyRect) function, but it
doesn't seem to behave the way I would think it should.

It seems as though this function works, but it is just about useless
because of the double buffer nature of the surfaceHolder, ie i can
redraw an area on one buffer, but because it only invalidates one of
the buffers some artifacts are seen when the next buffer draws.

Here are the posts describing the double buffer nature of
surfaceHolder, but they don't seem to answer my question
-
http://groups.google.com/group/android-developers/browse_thread/thread/d50375a97fd07b2e/8d1243c33f9b7b6e?lnk=gst&q=surfaceView#8d1243c33f9b7b6e
-
http://groups.google.com/group/android-developers/browse_thread/thread/a2aac88a08cb56c2/11bcf25487ee924f?lnk=gst&q=lockCanvas#11bcf25487ee924f

and this posts mentions the exact same problem I am having but doesn't
have a solution posted
-
http://groups.google.com/group/android-developers/browse_thread/thread/7080da8c9a2b1f72/ac41fbaadab6d3b9?lnk=gst&q=lockCanvas#ac41fbaadab6d3b9

So my question is, what am I doing wrong?  Is there a reason why
calling unlock and Post on a canvas that has a bitmap drawn on 70% of
the background get drawn slower than a canvas that just wipes the
screen clear with a call to drawColor(color)?  What is the proper way
to call locakCanvas(dirtyRect) so that both buffers are updated?

thanks for any answers, suggestions, or pointers

---snctln
www.snctln.com
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