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Is it smart about which images it sends down to the hardware and which
images it decodes in hardware? Handling small images in software and
big images in hardware.
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is there any good source which explains the details about how the drawing in the window or surface is done. I mean where actually the drawing into the surface happens( I know it happens in the canvas), who is telling where the canvas should draw into.?
i have one more question, how cum no one tried changing the android source code of 2.3 to enable hardware acceleration. because big companies with good research capability are using android( obviously not as good as Google). it would require modifying the canvas api to use openGL. to render into the surface. (I agree its not as simple as it sounds)but still its worth the try??
Doing so on Android < 3.0 would be a bad idea for compatibility.
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Romain Guy
Android framework engineer
roma...@android.com
Note: please don't send private questions to me, as I don't have time
to provide private support. All such questions should be posted on
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Thanks,
Kai
hi can anyone tell me the compatibility issues that arise when we try to render the views on the hardware using openGL instead of the software rendering currently employed in version earlier to 3.0 .
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how many openGl contexts can be in operation at a single time???how is this context related to the window system??
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