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] --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---