Performance is bug like any other, so feel free to report them as bugs.
Is your surface 32bit or 16bit? If it is 16bit, then I should
definitely have noticed the SRC mode and made that fast (i.e. memcpy).
On Sun, Feb 8, 2009 at 6:27 PM, Tom Gibara m...@tomgibara.com wrote:
Thanks for the
Thanks for the details.
I did think that the disparity might be the result of a unoptimized code
paths, but my understanding of how the Shader integrates into the rendering
implementation as a whole was too sketchy to know whether this would be an
optimization that one might reasonably expect to
Doh! You've stumbled across a known missing optimization. No promises,
but this has been identified as an future optimization.
The dirty details are that the current code has special optimizations
for a straight drawBitmap when there is no matrix (other than
translate). In addition, there is
Tom,
A shader is a per-pixel operation, which lets you apply it to any
shape, respecting alpha blending as well. As such it is not surprising
that your first method is faster.
On Thu, Feb 5, 2009 at 2:08 PM, tomgibara m...@tomgibara.com wrote:
I'm experimenting with tiling a fullscreen image
Romain, Thanks for the explanation.
On Feb 5, 10:26 pm, Romain Guy romain...@google.com wrote:
Tom,
A shader is a per-pixel operation, which lets you apply it to any
shape, respecting alpha blending as well. As such it is not surprising
that your first method is faster.
On Thu, Feb 5,
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