thank you for the replies, I will do what you suggested with the UI.
Romain guy,
I use drawPicture to cache complex drawing commands. The number of
commands range from a few hundred drawing commands to a few hundred
thousand. I find the Picture object to be an efficient way to store these
ca
Also note that drawPicture() is a lot less useful since the framework
will create display lists (the equivalent of Picture) automatically
for you under the scene.
On Thu, Mar 1, 2012 at 6:48 PM, Dianne Hackborn wrote:
> What that call is doing is not turning off HW drawing, it is creating a
> sep
What that call is doing is not turning off HW drawing, it is creating a
separate layer (bitmap) which that specific view can do software drawing in
to, but it is then drawn to the window with the GPU.
My first answer would be that this option is a developer option, and users
shouldn't be changing
My app allows the user to draw on the screen by capturing and
processing touch events. Additionally, my application makes use of
Canvas.drawPicture and some other methods not supported by hardware
acceleration.
On some ICS devices there is an option to force hardware acceleration
in settings: "for
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