I think its actually the Bitmap's fault... Bitmap.CreateBitmap can also get 
DisplayMatrics as a variable, try that with your device's DisplayMatrics 
(I'm guessing it's High, while the default is something lower, thus causing 
the fuzziness) 

On Monday, January 28, 2013 12:48:21 PM UTC+2, cosminr wrote:
>
> Hi, I am writing a custom view and for optimization purposes, I draw some 
> static part of the view in a Bitmap. Unfortunately, the quality of the 
> rendering when using an offscreen bitmap is noticeably less compared to 
> rendering into the view's canvas bitmap. Here are two screenshots showing 
> the difference
>
> Rendering into view's Canvas:
>
>
> <https://lh5.googleusercontent.com/-wSjtLmhUgz8/UQZV96LTo6I/AAAAAAAAAEM/r9saff_8dlM/s1600/01_view_canvas.png>
> Rendering into a Bitmap Canvas
>
>
> <https://lh3.googleusercontent.com/-jVuFcXhAf7g/UQZWK7NBNfI/AAAAAAAAAEU/0AfCGfQMudU/s1600/02_bitmap_canvas.png>
> The difference is most noticeable at the horizontal black line. 
> The anti-aliasing algorithm seems to affect more pixels (is wider). 
>
> The drawing code is the same in both cases, and the offscreen canvas is 
> created like this
>
>             final Bitmap tempBitmap = Bitmap.createBitmap(getWidth(), 
> getHeight(), Bitmap.Config.ARGB_8888);
>             final Canvas tempCanvas = new Canvas(tempBitmap);
>
> Any ideas on how to get the same rendering in the offscreen canvas as in 
> the view's ?
>
> Thank you
>

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