the following sequence allows textview.draw to work (and i assume for
other views this will work too):
tx.setLayoutParams(new ViewGroup.LayoutParams(width, height));
int widthMeasureSpec = View.MeasureSpec.makeMeasureSpec(width,
View.MeasureSpec.EXACTLY);
int heightMeasure
calling measure and layout applies the size changes and debugging
through ondraw more now seems to be done but still nothing is painted
to the canvas
On Oct 6, 10:10 am, alan <[EMAIL PROTECTED]> wrote:
> I am encountering similar problems myself. I am also trying to draw a
> textview onto a canva
I am encountering similar problems myself. I am also trying to draw a
textview onto a canvas. setWidth and setHeight dont seem to do
anything and getWidth and getHeight always return 0 which is i think
the reason nothing is drawn to the canvas
On Sep 26, 9:59 pm, "[EMAIL PROTECTED]" <[EMAIL PROTE
So this shows us how to do 2D on top of 3D. What is the qualitative
performance hit of this approach on a device with a GPU? How can 3D
on top of 2D be done? What of its performance? :-)
For a limited application, I am trying out the approach of having View
objects render into an OpenGL textu
See SurfaceViewOverlay.java sample code.
On Fri, Sep 19, 2008 at 5:00 AM, Shraddha Bhaskare
<[EMAIL PROTECTED]> wrote:
>
> Hi,
>
> I need to know if 2D and 3D can co-exist on the same view.
> Can we have 2D and 3D views on the same screen?
>
> Thanks in advance
> Shraddha
>
> >
>
--~--~-
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