If you are drawing your app using standard Views and Canvas, this is not
required. If you are using SurfaceView.lockCanvas(), make sure to check the
returned Rect. It tells you what part of the the Canvas you *have* to
redraw (this will take into account previous frames.) If you always draw
what intersects this Rect you won't have any problem.


On Mon, Feb 4, 2013 at 12:25 AM, muleskinner <ja...@bitbull.com> wrote:

> Well (and this is a bit of a hangover from porting JavaME code) I
> frequently have areas of the display (e.g. a HUD) that I don't bother
> updating unless there has been a change.
>
> With the original switch from JavaME to Android this caused issues in that
> only one buffer was updated so the screen appeared to flicker between two
> different states. I changed this so for Android everything gets redrawn
> twice post-change and hence both buffers are updated.
>
> Now I have to switch so that on 4.1 and up any updates are drawn three
> times. This is a pretty easy fix most of the time but still requires
> testing all my apps to make sure there are no other strange knock-on
> effects. I have already encountered one app which required a fair bit of
> fine-tuning in order to work correctly and it would be much easier if I
> could just turn triple-buffering off and relax in the knowledge that
> everything was working like it used to.
>
> Still, if that's not possible I guess I just have to grit my teeth and go
> back rebuilding and re-testing my old apps...
>
> cheers
>
> No it cannot be disabled. What issue is it causing?
>> On Feb 1, 2013 1:16 AM, "muleskinner" <ja...@bitbull.com> wrote:
>>
>>> Hi,
>>>
>>> Is there any way to disable Jelly Bean triple buffering from within my
>>> app? It's causing me issues and the easiest way to fix would be to disable
>>> it...
>>>
>>> Help much appreciated!
>>>
>>> cheers
>>>
>>>
>>>   --
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-- 
Romain Guy
Android framework engineer
romain...@android.com

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