Hello,

I'm developing a SurfaceView based, vector-styled game, so I'm using
Canvas.drawLine(startX, startY, stopX, stopY, Paint) very often. All
those lines are rectangular (startX=stopX or startY=stopY).
The TraceViewer shows me, that more than 50% of time are used to draw
those lines (about 100 per frame).

I read that drawLine is pretty slow on Android but I didn't find any
suggestions for an alternative.
What could be a faster method for this special case? I wouldn't need
the Bresenham algorithm for example, which drawLine will use I guess.

Any suggestions?
(Besides 'use openGL', as it's too late for that)

Regards, F Heft

PS: If anyone's interested: The game still runs with a sufficient
frame rate, but I want to improve wherever I can :)
--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en
-~----------~----~----~----~------~----~------~--~---

Reply via email to