Hi Diana, At the time I started coding I was unsure if opengl would be hardware enabled on all upcoming devices. And starting plain 2d on a new device seemed more easy to start with. As for my animations, I create those with an animation package where most of the times I only need to have 1 color to be fully transparant.
On Tue, Apr 21, 2009 at 4:26 AM, Dianne Hackborn <hack...@android.com>wrote: > If you are doing a high performance game, just use OpenGL. That will give > you hardware accelerated blitting of your sprites. > > If you don't care about performance... well what is wrong with having a > bitmap with an alpha channel? All of the graphics system is optimized to > draw such bitmaps, and you also get alpha blending to be able to > anti-aliasing along the edges, which greatly improves the quality of the > graphics. > > On Sun, Mar 22, 2009 at 7:35 PM, Sarnoth <jesse.st...@gmail.com> wrote: > >> >> I have been frustrated by the lack of support for sprites, but I came >> up with an idea that is backwards (literally) but might work. I >> haven't tested it to make sure it works as expected or to evaluate its >> speed. If you try it yourself I would be interested in the results. >> >> Use the same key color for all of your sprites. To draw a frame, clear >> the canvas to the key color. Then draw each sprite starting with the >> front most and ending with the back most, and finally draw the >> background image. When drawing use AvoidXfermode with opColor set to >> your key color, tolerance set to 0, and mode set to TARGET. Drawing >> bitmaps of format 565 (no alpha channel) is by far the fastest way to >> draw, so hopefully drawing color keyed bitmaps of this type will >> produce nice results. >> >> On Mar 19, 2:23 am, Tazzer <arjenvanha...@gmail.com> wrote: >> > Hi, >> > >> > I am working on a 2d library for creating a game including sprite >> > collisions, sorting and animation converting (.spr to Java classes/ >> > bmp's). >> > >> > At first I used png's with the background color being transparant (24 >> > bits png image) but I want to use 256 color bitmaps with the >> > background color being transparant. >> > >> > Is this possible to do color keying in android? I looked at several >> > other threads about this topic but the all ended without a solution. >> > >> > Also I am now using the canvas.drawBitmap to render my sprites, but >> > will using opengl be faster? >> >> > > > -- > Dianne Hackborn > Android framework engineer > hack...@android.com > > Note: please don't send private questions to me, as I don't have time to > provide private support, and so won't reply to such e-mails. All such > questions should be posted on public forums, where I and others can see and > answer them. > > > > > > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---