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
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
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
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
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
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