Hi all, I'm sorry if this topic has been brought before, but all my searches on the web and this group did not help me.
I'm currently developing a little game with th Android SDK, and use hi- res bitmaps that I resize accordingly to match the device's resolution (letting the system do it for me is not "crisp" enough). I use a SurfaceView, on which I paint in one pass a canvas filling the whole surface. The paint uses setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN)) to allow masking. Beforehand, I retrieve various bitmaps -- which are resized at initialization with createScaledBitmap() and put in a cache -- and I apply the bitmaps with a paint on this canvas, before drawing this canvas on the SurfaceView. My problem is, whatever I try, whatever paint settings I use (dithering, antialias, etc..), the resized bitmaps are not antialiased and the drawing present jagged edges. I tried everything. The only little success I had was using inSampleSize to approach the desired scaled size and force a first pass of antialiasing, before invoking createScaledBitmap on the retrieved hi-res bitmap, but it is not beautiful enough. I just can't allow to create multitudes of pre-sized bitmaps for every combination of resolution. What did I miss ? Thanks a lot in advance -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en