Reputation: 18413
Just wondering what the fastest way is to draw a bitmap to canvas?
Currently I have a bitmap (and canvas for drawing) which i use to double buffer drawing calls, and then when i draw to canvas have a scrolling effect by applying a 1px canvas translation. This alone will reduce the framerate from 60+ FPS to ~40, quite a hit. Im not using surfaceView (or GLSurfaceView) at the moment but just wondering if im missing anything that would improve the speed. onDraw() code below
@Override
public void onDraw(Canvas canvas)
{
//update fps text
mFpsTracker.frameTouch();
if(mBufferedBitmap == null)
{
mBufferedBitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_4444);
mBufferedCanvas = new Canvas(mBufferedBitmap);
}
paint.setColor(Color.BLUE);
mBufferedCanvas.drawLine(0, getHeight(), getWidth(), getHeight(), paint);
mBufferedCanvas.translate(0, -1);
canvas.drawBitmap(mBufferedBitmap, 0, 0, null);
//draw fps
mTextPaint.setColor(Color.WHITE);
canvas.drawText(mFpsTracker.getFPSString(), 40, 40, mTextPaint);
invalidate();
}
Upvotes: 14
Views: 28743
Reputation: 1182
I think you can get good performance out of a canvas.. but it takes a lot of work..
if you start off with a good performance graphics library, then even if you get a lot of things wrong, you probably will still end up with good performance :) lol
there is a competition running for the fastest drawing library... libgdx is currently winning...
http://code.google.com/p/libgdx/wiki/SimpleApp#Project_Setup
Upvotes: 0
Reputation: 164
please see this blog post by Romain Guy.
A video version is available here.
Don't use ARGB_4444 anymore. It is deprecated. Each pixel is only allocated 4 bits per channel (hence the name). ARBG_8888 offers 16,777,216 colors instead of ARBG_4444's 4,096, but uses 4 bytes per pixel instead of 2.
In Gingerbread, Android made ARGB_8888 the standard format for Surface and increased memory allotment per process because of it.
It is more efficient to set your Window's and (assuming you are using streamlined SurfaceView) SurfaceHolder's format to RGBA_8888. This avoids format changes which are noticeably slower.
Other tips include:
On a 2.1 device, I am able to draw at least 300 bitmaps on-screen at 50 fps.
Upvotes: 6
Reputation: 32221
I got same problem as yours, please tell me when you found some thing new.
This is what I founded so far:
Upvotes: 2
Reputation: 21639
In onSizeChange you can resize or create bitmaps according to the canvas size, then the frame drawing will be much faster about 60fps, however using custom view in an endless loop slows down on some and becomes jumpy on some android devices hence I do not recommend it. Instead, it is better to use SurfaceView.
Check this example: How can I use the animation framework inside the canvas?
Upvotes: 1
Reputation: 2500
U need create your bitmap somewhere ( example onCreate or other place (constructor will be good)) because when u do scrolling effect you again and again created new bitmap. So just need create in constructor and than using this bitmap.
it's good solution for me when i have similar problems.
try created this mBufferedBitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_4444);
in other place where no invalidate .
hope it's help you.
Upvotes: 0