Re: [android-developers] Re: totally 2d

2011-03-30 Thread Dianne Hackborn
I can't tell you what is "acceptable." Ultimately you are the judge of that, and it depends very much on what you are doing. On Mon, Mar 28, 2011 at 2:11 AM, Kostya Vasilyev wrote: > What about Tegra 2 based phones that run Android 2.x? > > That's about half the number of pixels compared to the

Re: [android-developers] Re: totally 2d

2011-03-28 Thread Kostya Vasilyev
What about Tegra 2 based phones that run Android 2.x? That's about half the number of pixels compared to the Xoom. Is their rendering performance acceptable? Specifically, in 2d games, UI animations? -- Kostya 28.03.2011 9:58, Dianne Hackborn пишет: (Some background -- the number of pixels on

Re: [android-developers] Re: totally 2d

2011-03-27 Thread Dianne Hackborn
Something to be aware of -- if you are running on a Tegra 2 class device like the Xoom, you will almost certainly need hardware accelerated drawing for any kind of decent performance. This is due to a combination of the screen having many more pixels than most existing phones, and the Tegra 2 CPU

[android-developers] Re: totally 2d

2011-03-27 Thread Nicholas Johnson
Bob, I recently released a game (actually just this week, called "Prism" or "Prism Light" by Shadowpuppets), which doesn't use OpenGL at all. I just draw onto the canvas from my overrided onDraw method, and then invalidate only the part of the view which contains animation. I have determined th

[android-developers] Re: totally 2d

2011-03-26 Thread Robert Massaioli
It all depends on how you actually write your programs that you will get better performance. However, in general, if you game really needs to eek out speed then going the OpenGL route, done well, should result in better performance than the Canvas method. Though I have not actually tested it yet