Hi William,
Check out Canvas.Rotate, Canvas.Translate, Canvas.Restore, Canvas.Save

You can call Canvas.Rotate just before drawing the image and it will
be drawn on the rotated canvas.

On Mar 23, 10:25 am, William <william.caine...@gmail.com> wrote:
> i also have the same problem when I want to flip and image around, i
> have to create a new bitmap.  is there a way to not have to create a
> new bitmap every time:
>
> renderMatrix.preScale((xFlipPic?-1:1), (yFlipPic?-1:1));
>                 newbitMap = Bitmap.createBitmap(image, 0, 0, image.getWidth
> (),image.getHeight(), renderMatrix, false);
>
> On Mar 22, 5:19 pm, William <william.caine...@gmail.com> wrote:
>
> > sorry the code should be
>
> > Matrix matrix = new Matrix();
> >  matrix.postRotate(90);
>
> > Canvas g = new Canvas(image2);
>
> > g.drawBitmap(
> >                                 Bitmap.createBitmap(image, 0, 0,
> > image.getWidth
> > (), image.getHeight(), matrix, true)
> >                                 , 0, 0, null);
>
> > On Mar 22, 5:18 pm, William <william.caine...@gmail.com> wrote:
>
> > > My goal is the draw a bitmap onto another bitmap butrotated90
> > > degress.  whats the most efficient way to do that.  My current method
> > > is as follows which is horribly bad because it creates a new bitmap
> > > every time.
>
> > > //i am taking image and drawing itrotatedonto image2
>
> > > Matrix matrix = og.getMatrix();
> > >  matrix.postRotate(90);
>
> > > Canvas g = new Canvas(image2);
>
> > > g.drawBitmap(
> > >                                 Bitmap.createBitmap(image, 0, 0, 
> > > image.getWidth
> > > (), image.getHeight(), matrix, true)
> > >                                 , 0, 0, null);
>
>
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