Wednesday, October 13, 2010

[android-developers] Need to optimize some graphics calls.

Hey all,

I'm looking for some help optimizing some bitmap drawing code.

Here's my pseudo-code:

draw() {

lockCanvas()

drawbackgroundBitmap()

for (100times) {
drawbitmap(x,y);
}

unlockCanvas()

}

That inner loop is my bottleneck. It is taking 160ms to run the whole
function. 80% of that is spent making the drawBitmap calls in the
loop. Is there a faster method to draw the bitmaps. The bitmaps are
basically a fifo (actually an Arraylist) where new ones are added and
old ones are removed. Would openGL help?

Thanks in advance.

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