I did it with DirectX 3D and my application took over the cpu while it was
running, so I was able to easily meet the requirements, but on the Android
an application can't hog the device as I had. My video refresh rate was
just 30 fps, but looping through the audio part had to be much faster.
On S
There are some in ApiDemo samples. The Canvas functions work very much
like OpenGL ES 1.0 in that you set up your transformations and then
Paint/Draw on the Canvas.
On Sunday, August 12, 2012 12:59:12 PM UTC+1, Simon Giddings wrote:
>
> Thank you Richard,
>
> I tried to find examples, without
Thank you Richard,
I tried to find examples, without success.
Do you know of any ?
On Sunday, 12 August 2012 10:49:10 UTC+2, RichardC wrote:
>
> Canvas does zooming, scaling, rotation, translation etc. via stackable
> transformations see:
> http://developer.android.com/reference/android/graphics
Canvas does zooming, scaling, rotation, translation etc. via stackable
transformations see:
http://developer.android.com/reference/android/graphics/Canvas.html
and look for functions like:
save
restore
scale
translate
setMatrix
etc...
On Sunday, August 12, 2012 9:44:47 A
Thank you to every one for their responses.
It would seem, however, that my question was not clear enough (you are
right James).
I am going to write a music notation app.
So, will "simply" be writing the music score on the display - no animation
needed.
My question was about visual scaling - re
On Sat, Aug 11, 2012 at 2:50 PM, James Black wrote:
> Do you need a fast refresh rate for example? One music program I wrote
> had to turn notes on and off at the correct millisecond, under windows;
> that accuracy won't work on mobile devices.
>
You can do 60fps drawing with either OpenGL or Can
On Saturday, August 11, 2012 4:50:21 PM UTC-5, James Black wrote:
>
> Without more detail of what you want to do an answer is difficult.
>
> Do you need a fast refresh rate for example? One music program I wrote
> had to turn notes on and off at the correct millisecond, under windows;
> that a
Without more detail of what you want to do an answer is difficult.
Do you need a fast refresh rate for example? One music program I wrote had
to turn notes on and off at the correct millisecond, under windows; that
accuracy won't work on mobile devices.
If you just want to show notes either will
I am going to start the development of a Music document app.
In the past, when I developed under widows, I used world coordinates and
screen coordinates to provide scaling/zooming.
I am unclear as to weather I should go to OpenGL under Android, or if I
could still use Canvas.
Can anyone advise
Hi everyone
I'm writing an application in which I need to draw/display a directed
graph. This graph has the possibility of having a lot of nodes so I
will most likely need to be able to support scrolling and zooming for
the view displaying it. I've poked around a bit and I'm torn between
trying
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