Hi hackbod,

My understanding was that 2D graphics implemented on top of the Canvas
class would also be accelerated to some extent on the device.  Is this
not the case?  Are 2D graphics operations done on top of OpenGL
substantially faster on device than 2D graphics operations done on top
of Canvas?

Right now i've got a fairly intense 2D game running at 15 fps running
on top of the Canvas API  on the emulator in 0.9, and i'm much happier
than when it was running 5 fps in M5-RC15 - but if I were using OpenGL
would I be doing a lot better even still?

thanks

Ross

On Aug 27, 7:29 pm, hackbod <[EMAIL PROTECTED]> wrote:
> If you want to do high performance graphics, you probably want to use
> OpenGL since that will be hardware accelerated.  You can use OpenGL
> for 2d as much as 3d graphics.
>
> Otherwise, the high-level 2d APIs are very extensive; the main API is
> android.graphics.Canvas, with a number of secondary classes associated
> with it.  Are there some features in particular that you are looking
> for?
>
> On Aug 27, 3:34 am, crayon- <[EMAIL PROTECTED]> wrote:
>
> > Hi folks, just a question about developing a 2D game on Android.
>
> > Namely the difficulty of it, basically I'm hoping to make a type of 2D
> > RPG (in the vein of the SNES Final Fantasy games for my final year
> > project in college, originally I've been doing this on C++ using SDL,
> > but I think it would look far more impressive if done on Android, with
> > possible touch screen.
>
> > Just wondering on the difficulty of doing this? I've good Java
> > experience through college and I've learned a good bit about 2D
> > programming through SDL, but I can't see much documentation on the 2D
> > graphics in the Android SDK so I'm wondering would it be worth while
> > doing?
>
> > Thanks.
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