lol ... icic
So I assume double buffering is taken care behind the scene (I saw
your name in the EGLDisplaySurface.cpp code review, now I know why you
are so bz to reply)

Anyone mind to show us what;s the right way to use SurfaceView in a
game loop ... in order to beneficial from Double-Buffering ... thanks

Cheers
Avatar Ng
-------------

On Jun 11, 5:13 am, Romain Guy <romain...@google.com> wrote:
> Not just SurfaceView, regular views also benefit from double buffering.
>
>
>
> On Wed, Jun 10, 2009 at 1:55 PM, Robert Green<rbgrn....@gmail.com> wrote:
>
> > Correct me if I'm wrong but isn't SurfaceView double buffered by
> > design?  The idea of a double buffer is to hide the current drawing
> > while it's happening and then flip to the entire drawn frame (back
> > buffer / front buffer).  When I use lockCanvas and post on the surface
> > view, it doesn't show what I'm drawing until I post the entire canvas,
> > which is the whole idea of double buffering.
>
> > On Jun 9, 7:06 pm, Avatar Ng <ngchee...@gmail.com> wrote:
> >> Hi there,
>
> >> Do anyone here having experience of applying double-buffering in
> >> Android 2D animation/ games?
>
> >> I'm sure this is a pretty basic functionality people will discuss
> >> about when writing games on Android, but seems like the source I found
> >> on web was pretty little ...
>
> >> The only one I found is using OpenGL blit (intro by Chris Pruett in
> >> Google IO 2009 session). If I want only a 2D, how do I do that?
>
> >> Hope Google Android group can come out a tutorial on this ... it will
> >> be much helpful.
>
> >> Regards,
> >> Avatar Ng
>
> --
> Romain Guy
> Android framework engineer
> romain...@android.com
>
> Note: please don't send private questions to me, as I don't have time
> to provide private support.  All such questions should be posted on
> public forums, where I and others can see and answer them
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