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?
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