It think graphic performance is very limited due to the use of an
emulator. Real phones will almost certainly have hardware accelerated
2d-graphics (and probably also 3d).

On Mar 26, 6:03 pm, David Given <[EMAIL PROTECTED]> wrote:
> 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]
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