Is there a way around having to call canvas.drawbitmap() every time?
And if I call canvas.translate() after drawing the image doesn't move,
it instead moves everything that would draw *after* the call to
canvas.translate().

Thank you for your help so far, and I'm hoping you have just a little
bit left in you :)

On Mar 20, 9:12 am, Riyad Kalla <[email protected]> wrote:
> Jeffrey,
>
> To what Peter said, mobile devices are very fill-rate-limited (at
> least these current gen of phones) so depending on how you are
> repainting that image over and over and over again to the Canvas, that
> could explain the speed issue.
>
> If you tried a tiny little 16x16 icon and it went much faster with the
> same code, then I think you've found your culprit.
>
> Regardless, Peter's approach sounds like the right way; upload image
> data to the GPU one, then just move your "view" of it around in a
> circle, panning across the image.
>
> On Mar 19, 3:07 pm, Jeffrey <[email protected]> wrote:
>
>
>
>
>
>
>
> > I'm trying to make a simple (or so I thought) live wallpaper that
> > takes an image and moves it slowly in a circular motion, to make the
> > picture seem less static and more like looking out a window. I took
> > the live wallpaper tutorial from the SDK and stripped it down to the
> > bare bones so I could add to it. But the issue is that no matter what
> > size the image I'm moving, or what format (drawable or bitmap), it is
> > only getting about 3 fps.
>
> > I don't know what to do to make this run faster, I have very limited
> > programming knowledge so I don't know if I'm missing something stupid.
>
> > Also, this is the code I'm using to calculate the circular movement:
>
> > int NewX = (int) (OffsetX + Math.sin(Dist)*19);
> > int NewY = (int) (OffsetY + Math.cos(Dist)*19);
>
> > where Dist is the speed it's moving and 19 is the radius of the
> > circle.
>
> > Is there an easier way? I looked into Tween animation but I don't know
> > how I would implement my circle code into it.

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