Hiya, thanks for replying.
The method that i posted above takes an int[] which represents the
pixels values for an image, instead of the android.graphics.Bitmap
object which is stated uses unpremulitplied colors. Im new to a lot of
this, and underdtand that an ARGB color can be stored as an 32-bit
int, with each 8-bit sections representing an ARGB channel, does this
work for both unpremultiplied & premulitplied colors (would
premultiplied not only need 24 bits to represent (AR AG AB) where the
alpha is 0 >= A <= 1 and any color componants between 0 -255?). I
imagine the int[] in the above method only takes one format, (pre or
unpre) but it doesent state what one, how do we find out?
sorry for all the questions, are there any good resources you could
point me too about this (apart from the pulpcore wiki?)
Thanks
Dori
On Sep 24, 5:43 am, David Brackeen <
brack...@gmail.com> wrote:
> Yes, I think that's why PulpCore might need to use OpenGL. Also, better
> graphics chipsets are supposed to be coming in newer Android devices, so I
> think OpenGL is the way to go.
> I worry about the lack of a JIT in Android, but perhaps that will be fixed
> in the future. Hopefully sooner rather than later.
>
> In regards to porting, there's also audio and other issues to work with.
> Also I want to upgrade all the source to Java 5 (generics, varargs and
> such).
>
> As for compiling, yes, you'd have to select either "applet" or "android" at
> build-time. However, I think this can be done with zero source changes - so
> you'd have the same source code for both applets and android.
>