how?
On Jul 9, 5:51 pm, hackbod [EMAIL PROTECTED] wrote:
if I want to take a window (with a dialog in it) and do some
transformations on it (which will have to be done in s/w since android
doesnt yet support h/w accleleration of its 2D animations) how do I
do that?
Window animations
hold on cowboys :-)
the next SDK's emulator will not simulate an OpenGL ES chip, which means
that,
while the system image may have support for hardware-accelerated rendering
(and not only
surface composition, as in M5), the system will default to the same
software-only code running
in emulated
I think we are talking about two different things.
if I want to take a window (with a dialog in it) and do some
transformations on it (which will have to be done in s/w since android
doesnt yet support h/w accleleration of its 2D animations) how do I
do that?
lets say I want to rotate the
Android supports hardware acceleration at two different levels: the
surfaces (the buffer in which a window is drawn) and the views. M3
and M5 already have support for surface hardware acceleration, but
only the next SDK will provide h/w acceleration for the views.
On Tue, Jul 8, 2008 at 11:12
if I want to take a window (with a dialog in it) and do some
transformations on it (which will have to be done in s/w since android
doesnt yet support h/w accleleration of its 2D animations) how do I
do that?
Window animations can be fully hardware accelerated. And as Romain
says, after M5
On Jul 6, 10:21 am, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Looking forward, thats not really going to be an issue. The bigger
issue will be capability.
Please remember that we're talking about phones, not desktops.
Expensive rendering is still a problem.
'phones'? hmmm. ok, lets
On Jul 8, 12:04 am, stefoid [EMAIL PROTECTED] wrote:
'phones'? hmmm. ok, lets use the term 'phone'. When did 'phone'
hardware stop improving?
640K should be enough for anyone...
6 years ago at a previous company the reference hardware we were
developing a phone platform for was a 200MHz
Excellent explanation/arguments Dianne. 5 stars from me.
On Jul 8, 4:00 am, hackbod [EMAIL PROTECTED] wrote:
On Jul 8, 12:04 am, stefoid [EMAIL PROTECTED] wrote:
'phones'? hmmm. ok, lets use the term 'phone'. When did 'phone'
hardware stop improving?
640K should be enough for
The Android compositing engine is actually much more like
MacOS X than X-Windows, supporting full 3d hardware acceleration of
window compositing and transformation.
huh? since when? compositing engine?
Since the first release :)
--
Romain Guy
www.curious-creature.org
Looking forward, thats not really going to be an issue. The bigger
issue will be capability.
Please remember that we're talking about phones, not desktops.
Expensive rendering is still a problem.
not a valid example - nobody would want to do that.
If my phone had a 600x800 screen I would
-I've never seen a visual designer who had any problem with using
bitmaps as their final output.
-I've never seen an SVG implementation that could output bitmaps that
looked as good and that rendered as fast as plain bitmaps for images
with pixel-sized details.
Dont know about that,
Vector graphics are not magical. First of all, a vector graphics
engine require expensive rendering if you want to be able to create
results that have as much details and effects as traditional raster
graphics. They also cause no end of trouble when you try to render
them at small sizes. You
On Jul 5, 10:30 am, Romain Guy [EMAIL PROTECTED] wrote:
Vector graphics are not magical. First of all, a vector graphics
engine require expensive rendering if you want to be able to create
results that have as much details and effects as traditional raster
graphics.
Looking forward, thats
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