Hey all, I'm looking for some help optimizing some bitmap drawing code.
Here's my pseudo-code: draw() { lockCanvas() drawbackgroundBitmap() for (100times) { drawbitmap(x,y); } unlockCanvas() } That inner loop is my bottleneck. It is taking 160ms to run the whole function. 80% of that is spent making the drawBitmap calls in the loop. Is there a faster method to draw the bitmaps. The bitmaps are basically a fifo (actually an Arraylist) where new ones are added and old ones are removed. Would openGL help? Thanks in advance. -- 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 android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en