Re: [android-developers] Re: Optimise drawing speed

2013-04-01 Thread Simon Giddings
Thank you for the comments.
Yes you are right, I am targeting Android 4.0+.
I'll keep with my current rendering choice then.

On Monday, 1 April 2013 00:19:49 UTC+2, Romain Guy (Google) wrote:

 On Mar 31, 2013 12:15 PM, Jason jason@gmail.com javascript: 
 wrote:
 
  My first reaction is that if you really want render speed then you need 
 to be leveraging the GPU which is going to be most reliable with OpenGL (as 
 I understanding it more recent versions of Android will actually hardware 
 accelerate for you, but there are many variables that affect whether this 
 works, not least of which is the Android version running on the user's 
 device).

 There are only two variables: are you running Android 3.0+ and are you 
 using supported operations.

 In this particular case I doubt using OpenGL directly is necessary. 
 Android tablets run on Android 3.0+ so you can simply rely on built-in 
 hardware acceleration. Your first step should be to test your app with 
 hardware acceleration on and see whether you are running into 


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Re: [android-developers] Re: Optimise drawing speed

2013-03-31 Thread Romain Guy
On Mar 31, 2013 12:15 PM, Jason jason.poli...@gmail.com wrote:

 My first reaction is that if you really want render speed then you need
to be leveraging the GPU which is going to be most reliable with OpenGL (as
I understanding it more recent versions of Android will actually hardware
accelerate for you, but there are many variables that affect whether this
works, not least of which is the Android version running on the user's
device).

There are only two variables: are you running Android 3.0+ and are you
using supported operations.

In this particular case I doubt using OpenGL directly is necessary. Android
tablets run on Android 3.0+ so you can simply rely on built-in hardware
acceleration. Your first step should be to test your app with hardware
acceleration on and see whether you are running into

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