That's just a name convention difference. Bitmap-ARGB and Surface-RGBA are exactly the same format.
On Thu, Dec 18, 2008 at 4:57 PM, Ian <[email protected]> wrote: > > Hi all, I'm creating Bitmaps to draw in a surface. I want to do the > right thing and handle as many Surface pixel formats as I can, while > creating the Bitmap format that will be most efficient for that > Surface. > > So I'm wondering how to reconcile these formats: > > Bitmap.Config config = null; > switch (format) { > case PixelFormat.A_8: > config = Bitmap.Config.ALPHA_8; > break; > case PixelFormat.RGBA_4444: > config = Bitmap.Config.ARGB_4444; > break; > case PixelFormat.RGBA_8888: > config = Bitmap.Config.ARGB_8888; > break; > case PixelFormat.RGB_565: > config = Bitmap.Config.RGB_565; > break; > default: > break; > } > > How come Surface is RGBA while Bitmap is ARGB? Is the mapping I use > above the best one? > > Cheers > > > > --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

