Maybe use this function in the Canvas class?

public void setDrawFilter (DrawFilter filter)


*A DrawFilter subclass can be installed in a Canvas. When it is present, it 
can modify the paint that is used to draw (temporarily). With this, a 
filter can disable/enable antialiasing, or change the color for everything 
this is drawn.*




On Monday, January 28, 2013 9:18:21 AM UTC-6, cosminr wrote:
>
> Unfortunately, the createBitmap() method which accepts DisplayMetrics was 
> added in API level 17 and I need to support a much lower API level. I tried 
> to set the density by passing the DisplayMetrics.densityDpi to 
> Bitmap.setDensity(int) and the problem still persists.
>
> On Monday, January 28, 2013 4:38:16 PM UTC+2, Piren wrote:
>>
>> 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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