I use this approach for my main game loop because surface view is jerky and drawing direct to image misses the double buffer effects, so different parts of my image update at different times.
Picture.beginRecording works very smoothly, but DDMS indicates bad memory allocation from the beginRecording method. Canvas canvas = picture.beginRecording(320, 480); canvas.draw.... picture.endRecording(); I tracked the issue down to this line in the Picture.beginRecording method : 59 mRecordingCanvas = new RecordingCanvas(this, ni); Hence no surprise about the allocation. But does this mean that there is no way to use the Picture object in a game loop without causing memory leaks / slowdown? Kind of makes the whole Picture class redundant if there's no way around this ... http://android.git.kernel.org/?p=platform/frameworks/base.git;a=blob;f=graphics/java/android/graphics/Picture.java;h=bbb2dbfa6abdf48b63ddfacc07fa2a7914a06e83;hb=cupcake --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---