My point was that ordinary drawing - Canvas.drawBitmap() etc - will now be doing at least 3x as much computation per pixel than in previous SDKs, hence the slowdown (or so I'm guessing). Not to mention there are now rather more pixels than there used to be.
I doubt if window composition is a significant factor in overall performance, but I could be wrong. Am quite certain you'd know better than me. :-) -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

