Hello, I'm trying to write some highly graphics-intensive code. It's basically rendering into a pixel array (int[]), which I want to slam onto the screen as quickly as possible.
What I'm seeing is rather disappointing. What I'm doing is copying the pixel array into a Bitmap object using Bitmap.setPixels(), and then drawing the Bitmap using a custom View class; the data's actually being produced from another thread, so there's also a postInvalidate() in there. Full screen, with a dummy drawing routine that just fills the array with garbage, this is maxing out at 25fps while using 100% CPU time. Does anyone have any suggestions as to what I might be able to do to speed things up? For example, is it possible to bypass the compositing layer somehow, which has *got* to be hurting things? Is there any way of getting the Bitmap's internal pixel store, so I can draw into that and save a copy? Any suggestions? -- David Given [EMAIL PROTECTED] --~--~---------~--~----~------------~-------~--~----~ 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 [EMAIL PROTECTED] Announcing the new M5 SDK! http://android-developers.blogspot.com/2008/02/android-sdk-m5-rc14-now-available.html For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---