seems like adding a colour transform to drawBitmapMesh() incurs quite a performance penalty. in my case, i'm transforming a full-screen image with a 20x20 mesh, and the difference is 550ms versus 100ms.
wow. is there a way round this? or a better way of doing colour space transforms? thanks -- jason.software.particle --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

