Re: [android-developers] Hardware accelerated Canvas.drawPicture support (or recommended alternatives)

2012-05-28 Thread Romain Guy
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:

[android-developers] Hardware accelerated Canvas.drawPicture support (or recommended alternatives)

2012-05-27 Thread Josh Guilfoyle
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

Re: [android-developers] Hardware accelerated Canvas.drawPicture support (or recommended alternatives)

2012-05-27 Thread Romain Guy
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

Re: [android-developers] Hardware accelerated Canvas.drawPicture support (or recommended alternatives)

2012-05-27 Thread Josh Guilfoyle
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