[android-developers] Re: What happens between two View.onDraw calls? (Game, FPS)

2009-02-27 Thread Markus Junginger
Thanks for the clarification. I will switch to SurfaceView some time. Maybe I will do some comparisons in terms of performance of the two approaches. Anyone done this before? Another thought was if it would matter in terms of performance if one could directly write to hardware buffers to prevent

[android-developers] Re: What happens between two View.onDraw calls? (Game, FPS)

2009-02-27 Thread Romain Guy
> I still wonder about what's going on behind the scene. When I operate > on the Canvas, a pixel buffer is probably filled directly (Bitmap)? Is > this buffer/bitmap then copied once (for every frame) into a hardware > buffer, which is the source for the hardware display? Pretty much yes. > So t

[android-developers] Re: What happens between two View.onDraw calls? (Game, FPS)

2009-02-27 Thread Markus Junginger
Hi Romain, thanks for your reply. On Feb 27, 10:42 pm, Romain Guy wrote: > You cannot achieve more than 60 fps because of the way the UI is > sync'd with the underlying hardware. So basically the framework waits for the next update cycle, I assume? I still wonder about what's going on behind th

[android-developers] Re: What happens between two View.onDraw calls? (Game, FPS)

2009-02-27 Thread Romain Guy
Hi, You cannot achieve more than 60 fps because of the way the UI is sync'd with the underlying hardware. The invalidate/onDraw mechanism can be very costly for a game if you have a deep view hierarchy. On Fri, Feb 27, 2009 at 1:31 PM, Markus Junginger wrote: > > I am in the middle of writing