I mean just develop the graphics using primative methods to produce the output you want. Like sprites (jpg, png), but procedural based. eg.. void drawWholeNote(canvas, centerx,centery, scale) { canvas.drawCircle(etc.....); } void drawHalfNote(canvas, centerx,centery, scale) { canvas.drawCircle(etc.....) canvas.drawLine(etc....) }
On Tuesday, May 8, 2012 8:43:52 AM UTC-7, Simon Giddings wrote: > Thank you for taking the time to reply. > Can you point me in the direction for what this "procedure based > rendering" is about ? > > On Tuesday, 8 May 2012 17:38:30 UTC+2, JackN wrote: >> >> you might want to consider procedure based rendering. Should scale well >> (and easy). >> >> I wish you luck and I would get you app when it is done. >> >> >> On Tuesday, May 8, 2012 6:43:08 AM UTC-7, Simon Giddings wrote: >> >>> I am researching the writing of a "simple" music notation program which >>> will permit simple actions such as >>> >>> - Display >>> - Transposition >>> - Annotation >>> - etc >>> >>> My first hurdle is how to display the music. >>> >>> The majority of desktop apps use music fonts, which makes zooming and >>> resizing quite "simple". However, it would appear that I would need to be >>> able to access the individual glyphs to do this - which is not possible in >>> android as far as I understand. >>> >>> Should I stick with a music font and try to find a way to get the >>> information needed ? >>> >>> Should I abandon this and be looking at using svg files or transparent >>> PNGs ? >>> >>> Can anyone advise here, please ? >>> >> -- 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