I'm looking for any advice from anyone who has done both Canvas and OpenGL 
implementations (in general, not just for wallpapers).  I've done a lot of 
canvas related drawing and have had good results with it.  There is a live 
wallpaper project I'm getting involved in, and while I think I should be 
able to do most of the things we want to do with the canvas API, I'm 
wondering a few things, if anyone has experience with both and can chime in:

Assume everything is held equal and the same things would be done in both 
OpenGL and the Canvas API (meaning, losing out on all the great things 
OpenGL can do... just for discussion sake)
1. Open GL is hardware accelerated, which means better graphical performance 
speed-wise, how does this translate as far as CPU performance?  Will there 
be more of a battery drain, or less?
2. Canvas calls will also be hardware accelerated in future versions and on 
3.0/3.1+, so this may alleviate some concerns as far as graphical 
performance, but would a dive into OpenGL on principle be recommended?

Really appreciate any responses.  Thanks,
Adam

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