Hello, I generate a map/terrain; created with procedural content generation (on the fly) and try it now to visualize on a canvas. This works fine but the performance is pretty bad:
for (int x = 0; x < _mapManager.WorldManager.Terrain.Width; x++) { for (int y = 0; y < _mapManager.WorldManager.Terrain.Height; y++) { paint.Color = _mapManager.GetColorOfHeight(x,y); c.DrawPoint(x,y, paint); In my example width/height is each of size 512 and this for loop takes a couple of seconds on an Asus Transformer Prime tablet, which is unacceptable...probably I have chosen not the smartest way to render such a 'map'... Is there any more efficient way to draw the map? Thanks guys for your help in advance! -- View this message in context: http://mono-for-android.1047100.n5.nabble.com/Performance-of-Canvas-DrawPoint-tp5644629p5644629.html Sent from the Mono for Android mailing list archive at Nabble.com. _______________________________________________ Monodroid mailing list Monodroid@lists.ximian.com UNSUBSCRIBE INFORMATION: http://lists.ximian.com/mailman/listinfo/monodroid