[android-developers] Tiny stutter when displaying a large bitmap for the first time

2013-09-27 Thread hanni
I'm creating an application with large bitmaps in a scrolling list. I'm on a 1080p screen and the bitmaps are about 1080x1080 pixels each. All drawing is done directly to canvas in a custom View, and all of the bitmaps are loaded from resources into memory before doing any scrolling (well, at

Re: [android-developers] Disabling DisplayList creation by Views

2012-11-21 Thread hanni
On Tuesday, November 20, 2012 4:44:45 PM UTC+1, Romain Guy (Google) wrote: No you cannot disable DisplayLists. They are required by the UI toolkit. 2MB if display lists seems excessive. Apps like Launcher use in the order of 15 kB. On Nov 20, 2012 7:22 AM, hanni han...@gmail.com javascript: wrote

[android-developers] Disabling DisplayList creation by Views

2012-11-20 Thread hanni
I've created a bunch of custom views that draw themselves really fast, especially with HW acceleration enabled. I have several of these views in my application, spread out over many panes. I'm trying to keep as much as possible in memory to avoid reloading data when swiping between panes. My

[android-developers] Re: Off-screen View hierarchy in OpenGL ES. Views incorrectly invalidating each other.

2012-04-27 Thread hanni
will likely run into other issues. On Sat, Apr 7, 2012 at 4:06 AM, hanni hann...@gmail.com wrote: Hi all, I'm making an app that has standard Android Views on OpenGL ES textures, allowing them to be rendered on any 3D mesh. I have everything working, like touch and correct View

[android-developers] Off-screen View hierarchy in OpenGL ES. Views incorrectly invalidating each other.

2012-04-07 Thread hanni
Hi all, I'm making an app that has standard Android Views on OpenGL ES textures, allowing them to be rendered on any 3D mesh. I have everything working, like touch and correct View invalidates. The way I'm doing it is putting all the Android Views that are supposed to rendered to textures in my

[android-developers] When are the render buffers swapped?

2008-09-29 Thread hanni
Hi, In my application, sometimes I need to do certain things after the current screen has been rendered, and displayed to the user. I'm using the MessageHandler.sendEmptyMessageDelayed() strategy to create a render-loop, invalidating the screen on each message. Then all rendering is done in the

[android-developers] Re: Bug in Snake and Lunar Landing with onKeyDown?

2008-04-22 Thread hanni
Hi! I believe this problem is due to a issueI have been following closely, issue #319. In my application, after using the touch device, the first DPAD keypress is consumed completely and there is nothing to do about it. The bug should be fixed now and the fix should be included in the next

[android-developers] Re: Any workaround for the touch mode vs key mode dilemma?

2008-04-05 Thread hanni
=4colspec=I... thanks, Anil On Mar 27, 2:54 am, hanni [EMAIL PROTECTED] wrote: No, I can't think of any other way to work around this behaviour. Well, maybe if there is any way of detecting that the dpad tried to change the focus, and in which direction. Then I could try to interpret

[android-developers] Semi-transparency / alpha blending looks awful on Android?

2008-04-05 Thread hanni
Hi, my application makes heavy use of semi-transparent .png's for interesting graphics. I'm used to this, developing J2ME applications. The alpha blending algorithm in Android, however, seems to be less than adequate. Everything that is semi-transparent is restricted to very few shades of color,

[android-developers] Re: Semi-transparency / alpha blending looks awful on Android?

2008-04-05 Thread hanni
lose all its color and become black. So if the image has a pixel with a full red colour of 0x, it stays red, but if it is a semi-transparent red color such as 0x7FFF, it is returned as the color 0x7F00, with both the getPixels() and the getPixel() methods. On 5 Apr, 18:02, hanni

[android-developers] Re: Semi-transparency / alpha blending looks awful on Android?

2008-04-05 Thread hanni
is finished? Perhaps at the same time as the double buffer swapping takes place, or such? If it doesn't mean a big performance hit, of course. Best Regards, Daniel On 5 Apr, 19:05, hanni [EMAIL PROTECTED] wrote: Oh, I just noticed that if I try to do it the other way, that is, extract the pixels