Hi Guich,

I didn't do anything special to achieve 60fps with a SurfaceView, just
get a lock to the surface and draw the bitmap onto the canvas. Mind
you, I only get 60fps when drawing a static, full screen bitmap to the
SurfaceView. If I draw more bitmaps on top of that background bitmap,
the FPS goes down.


Regards,

Federico


On Feb 1, 12:29 pm, guich <guiha...@gmail.com> wrote:
> Hi Federico,
>
> I tried during weeks to get a working code for the opengles. The idea
> was to draw an offscreen bitmap into the screen (i do all the graphics
> rendering by myself). Then someone told me that using textures for
> this was not a good idea, because it takes time to make the texture
> get into the video card and then displayed.
>
> Since my knowledge of opengl is near 0, i gave up and used the
> SurfaceView approach. I also published the code here:
>
> This goes at surfaceChanged:
>
>       sScreenBuff = ShortBuffer.allocate(w * h);
>       sScreenBitmap = Bitmap.createBitmap(w, h,
> Bitmap.Config.RGB_565);
>
> And this is my updateScreen method:
>
>    static void updateScreen()
>    {
>       try
>       {
>          if (sScreenBitmap == null)
>             return;
>          Canvas canvas = surfHolder.lockCanvas();
>          if (canvas == null)
>             return;
>          instance.nativeOnDraw(sPixels); // call Native C code
>          sScreenBuff.put(sPixels);
>          sScreenBuff.rewind();
>          sScreenBitmap.copyPixelsFromBuffer(sScreenBuff);
>          canvas.drawBitmap(sScreenBitmap, 0, 0, null);
>          surfHolder.unlockCanvasAndPost(canvas);
>       }
>       catch (Throwable t)
>       {
>          debug(Log.getStackTraceString(t));
>       }
>    }
>
> Have you done something different to achieve the 60fps?
>
> Btw, i can test your code in two devices, the G2 Ion and the Motorola
> Milestone (A853).
>
> thanks and regards,
>
>    guich

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