Re: [android-developers] Canvas or OpenGL

2012-08-12 Thread James Black
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

Re: [android-developers] Canvas or OpenGL

2012-08-12 Thread RichardC
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

Re: [android-developers] Canvas or OpenGL

2012-08-12 Thread Simon Giddings
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

Re: [android-developers] Canvas or OpenGL

2012-08-12 Thread RichardC
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

Re: [android-developers] Canvas or OpenGL

2012-08-12 Thread Simon Giddings
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

Re: [android-developers] Canvas or OpenGL

2012-08-11 Thread Dianne Hackborn
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

Re: [android-developers] Canvas or OpenGL

2012-08-11 Thread bob
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

Re: [android-developers] Canvas or OpenGL

2012-08-11 Thread James Black
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

[android-developers] Canvas or OpenGL

2012-08-11 Thread Simon Giddings
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

[android-developers] Canvas or OpenGL

2012-02-14 Thread Jason Prenger
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