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


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