It's exactly what the WebView does and it's usually the best approach
when you have possibly hundreds of graphics primitives. Note that the
way we use display lists in the UI toolkit allows for fast and
efficient culling.
On Sun, May 27, 2012 at 10:26 AM, Josh Guilfoyle jast...@gmail.com wrote:
I am hoping to use the svg-android project to implement a dynamic SVG
viewer for files with fairly large amounts of detail. My initial
smoke tests are promising as the SVG files I am using are rendered
correctly however performance is poor without any sophisticated
drawing optimizations. I
1. What performance gotchas may exist with simply constructing my own
macro notion of a Picture and replaying the raw Canvas operations on
draw?
Not much really. The UI toolkit has its own equivalent of Picture called
DisplayList. If you render a View with on draw() the toolkit builds such a
Thanks for the quick reply. Given your last comment about rasterization of
Path, I think an appropriate option is to just disregard hardware
acceleration for most of what I'm doing and render the full graphic into a
set of tiles. The hardware renderer can optimize the last mile step for
me
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