btw, one of the latest GMail enhancements is a Time Machine where I
can see future posts - as of today I can see messages like this:

"show details 3:34 AM (-1 minutes ago)"

Cheers

On Thu, Feb 26, 2009 at 3:34 AM, Stoyan Damov <stoyan.da...@gmail.com> wrote:
> I can't give you a solution - there's no problem. The bug was, I said
> in the post link you pasted, in my code - I was not drawing what I had
> to. Basically, if you follow the single rule (draw all pixels on the
> invalidated rectangle) you'll be fine.
>
> Just sprinkle a few log statements to see what your'e supposed to draw
> and where are you drawing it and you'll see your mistake.
>
> Cheers
>
> On Wed, Feb 25, 2009 at 10:45 PM, snctln <catlin.s...@gmail.com> wrote:
>>
>> 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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