On Wed, Jan 26, 2011 at 10:55 PM, Casper Bang <[email protected]> wrote:
> "...most operations in Canvas, Paint, Xfermode, ColorFilter, Shader, > and Camera are accelerated. Developers can control how hardware- > acceleration is applied at every level, from enabling it globally in > an application to enabling it in specific Activities and Views inside > the application." Apparently this applies to WebView as well. > OK, the issue <http://code.google.com/p/android/issues/detail?id=6914> has been set to released. Romain Guy comments<http://code.google.com/p/android/issues/detail?id=6914#c203>: "Android 3.0 allows applications to turn on hardware acceleration for all rendering operations." Quite a turnaround from his initial stance<http://code.google.com/p/android/issues/detail?id=6914#c1> and even in October he seemed unconvinced<http://twitter.com/#!/romainguy/status/26376917124>: "It's not a magic bullet, using the GPU has many drawbacks. And like I said, the bottleneck is rarely the drawing itself". I fired up the emulator with Honeycomb. Unfortunately, I couldn't get it to rotate to portrait *and* stay within the bounds of my screen, so I stopped after a few minutes of twisting my neck at a 90° angle :). From what I could make out, it kind of looks like a next-gen custom netbook desktop. Which is more useful than the iPad's unending grid of icons, but definitely not as simple. Moandji -- You received this message because you are subscribed to the Google Groups "The Java Posse" 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/javaposse?hl=en.
