SurfaceView all the way home. Draw your bitmaps that don't need transparency in RGB_565 and the rest in ARGB_8888.
On May 17, 6:12 pm, klirr <[email protected]> wrote: > I have done a simple game where I draw on a View and use invalidate() > to force onDraw to be called. > This however doesn't seem to scale at all since even for this little > game it is quite slow. > > So what is the solution, to use openGL? that is what all games should? > and then I should use frames rather than redrawing? --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

