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 -~----------~----~----~----~------~----~------~--~---

