Re: [android-developers] Re: Hardware acceleration and drawPath problem

2012-09-29 Thread Romain Guy
I have never seen this problem. On Sat, Sep 29, 2012 at 6:22 AM, thibault wrote: > Do you have any ideas about paths being displayed at certain positions but > not others? > > On Saturday, September 29, 2012 2:51:02 AM UTC, Romain Guy (Google) wrote: >> >> You are running into a well known hardwa

Re: [android-developers] Re: Hardware acceleration and drawPath problem

2012-09-29 Thread thibault
Do you have any ideas about paths being displayed at certain positions but not others? On Saturday, September 29, 2012 2:51:02 AM UTC, Romain Guy (Google) wrote: > > You are running into a well known hardware acceleration limitation. > Paths are currently transformed into OpenGL texture at the s

Re: [android-developers] Re: Hardware acceleration and drawPath problem

2012-09-29 Thread thibault
Do you have any ideas about paths being displayed at certain positions but not others? On Saturday, September 29, 2012 2:51:02 AM UTC, Romain Guy (Google) wrote: > > You are running into a well known hardware acceleration limitation. > Paths are currently transformed into OpenGL texture at the s

Re: [android-developers] Re: Hardware acceleration and drawPath problem

2012-09-28 Thread Romain Guy
You are running into a well known hardware acceleration limitation. Paths are currently transformed into OpenGL texture at the size you define them. This means that if your Path contains only coordinates between 0 and 1, the texture will be 1x1. This is why your addPath() solution works. This is s

[android-developers] Re: Hardware acceleration and drawPath problem

2012-09-28 Thread thibault
I've made some progress on this, but I think there are two bugs in the hardware acceleration: 1) When Canvas.drawPath is called with a path created via the Path.transform(Matrix matrix, Path dest) method, nothing is drawn. A work around is using an alternative method Path.addPath(Path path, Mat