@ko5tik I didnt know about clipping, but that might be the solution for me. If I use clipping on the Canvas I only have to draw the image once (as you suggested in your first post). Thanks! I dont think providing a background hi-res will work, because the OS 'zooms in' on a bigger screen. Therefore, it runs exactly the same as on a 320 x 480 screen.
@tobias429 The image I draw is exactly the same size as the part of the screen that is 'black' because of the scaling to a bigger resolution. I also tried to draw an image that is smaller, which reduces the stuttering, but it's always there. When running my 320 x 480 game on a bigger screen resolution I dont think the images are resized, it's just 'zoomed in'. When I get the screen resolution in my code on a 600 x 800 screen I get 320 x 533 back, which makes sense because of the difference in the screen dimension. If my presumable solution works I will post back. -- 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

