To add a little more context to the deprecation notice (I think the choice 
of the word "experimental" is a little misleading, sorry for the confusion):

The feedback we got from internal and external app developers was that 
they preferred to use OpenGL directly because of familiarity & portability 
either through our Java bindings or NDK. In contrast, we do see interest in 
the compute API of Renderscript. Hence we've decided to no longer evolve 
the RS graphics APIs (hence deprecation notice) and instead focus on 
building out Renderscript's GPU-compute support and developing Renderscript 
further especially for applications such as image processing. 

Dave

On Saturday, June 30, 2012 2:45:17 PM UTC-7, Mark Murphy (a Commons Guy) 
wrote:
>
> On Sat, Jun 30, 2012 at 5:18 PM, Romain Guy <romain...@android.com> 
> wrote: 
> > - Renderscript Graphics has always been hardware accelerated 
>
> The point is that, according to the 4.1 release notes, we should no 
> longer use "Renderscript Graphics": 
>
> https://developer.android.com/about/versions/android-4.1.html#Renderscript 
>
> "Note: The experimental Renderscript graphics engine is now deprecated". 
>
> The concerns are: 
>
> 1. Why were we not told that this was "experimental" at the time 
> Renderscript Graphics was announced? I see no evidence on the Web that 
> Renderscript Graphics was described as "experimental". 
>
> 2. If half a subsystem is now deprecated, why is that announcement 
> buried in release notes, rather than being called out a bit more 
> visibly? 
>
> At the end of the day, Google can do whatever it wants to. Personally, 
> I am just trying to figure out where the communications breakdowns 
> occurred. 
>
> Thanks! 
>
> -- 
> Mark Murphy (a Commons Guy) 
> http://commonsware.com | http://github.com/commonsguy 
> http://commonsware.com/blog | http://twitter.com/commonsguy 
>
> _The Busy Coder's Guide to Android Development_ Version 3.7 Available! 
>

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