Re: [android-developers] Canvas.drawCircle() causes OpenGLRenderer to run out of memory

2011-12-15 Thread Romain Guy
Circles are currently drawn as texture, so every time you create acircle with a different radius, the OpenGL pipeline generates a newtexture. It should however not run out of memory since the circlestextures are kept in a fixed size cache. You should callsetLayerType(View.LAYER_TYPE_SOFTWARE, null)

Re: [android-developers] Canvas.drawCircle() causes OpenGLRenderer to run out of memory

2011-12-15 Thread Christopher Van Kirk
How many times is 'a few'? On 12/15/2011 12:45 AM, Christopher Golden wrote: In the course of developing an Android application, I'm finding a need to draw several unfilled concentric circles centered on an arbitrary point, enough that some of them are only partly visible on the display. However

[android-developers] Canvas.drawCircle() causes OpenGLRenderer to run out of memory

2011-12-15 Thread Christopher Golden
In the course of developing an Android application, I'm finding a need to draw several unfilled concentric circles centered on an arbitrary point, enough that some of them are only partly visible on the display. However, this does not appear to work with hardware acceleration. My test rig is a stoc