On Monday, February 4, 2013 5:28:07 PM UTC, Romain Guy (Google) wrote:
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
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
I would just redraw the whole screen every time.
I doubt you are saving much processing power by not updating your HUD fully.
On Monday, February 4, 2013 2:25:21 AM UTC-6, muleskinner wrote:
Well (and this is a bit of a hangover from porting JavaME code) I
frequently have areas of the
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
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
--
--
You received this message because you are subscribed to the Google
Groups Android Developers group.
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
6 matches
Mail list logo