I am trying to optimize my graphics app. I have read the best practices and have employed these and they have helped but, I am still getting hiccups. I get the hiccups when more of the screen is drawn upon. I am looking for either strategies on how to speed things up or a convincing that employing openGL is the best solution.
My app draws graphics directly on a SurfaceView. My workspace is larger than the screen. I am using translate. My draw loop determines time passed between draws and adjusts update calls accordingly. More updates are required in subsequent passes when more of the screen area is drawn upon (in other words, a big circle the diameter of the screen width will take longer than a small circle 1/10 of the screen width). It seems to me that the graphics processor is the bottleneck (no?). I have an easing routine when the app scrolls (triggered via onFling ... kind of like the way lists work but in 2D). This speed issue is most visually apparent here. If openGL is the solution, I can put this aside for now and upgrade later when I have time to ramp up on openGL. If there are other solutions, I would like to hear them. One thought I have is to draw to a bitmap before engaging my scrolling/easing and move the bitmap instead of adjusting the graphics. Feedback super appreciated. Thank You, Jason Van Anden http://www.smileproject.com --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

