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anddev.org • View topic - performance problem with large bitmaps

performance problem with large bitmaps

Problems with Canvas, OpenGL, etc...

performance problem with large bitmaps

Postby toconar » Sat Jun 12, 2010 10:14 am

Hello,
I have an weird situation, this is:
----------------------------------
I all cases the code is
canvas.drawBitmap(mCurrentMap, mCameraRect, mSurfaceRect, null);
where mCameraRect.width() == mSurfaceRect.width() and
mCameraRect.height() == mSurfaceRect.height()
and mCurrentMap is a RGB555 Bitmap
---------------------------------------
a1) I have a bitmap of 640x960 pixels
a2) I write a portion of 320x480 pixels to the screen canvas, and get
a FPS = 58 (phone and emulation) . No problem

b1) I have a bitmap of 640x1440 pixels
b2) I write a portion of 320x480 pixels to the screen canvas, and get
a FPS = 58 (phone and emulation) . No problem

c1) I have a bitmap of 960x1440 pixels
c2) I write a portion of 320x480 pixels to the screen canvas, and get
a FPS = 58 (phone and emulation) . No problem

d1) I have a bitmap of 640x1960 pixels
d2) I write a portion of 320x480 pixels to the screen canvas, and get
a FPS = 52 in the AVD emulation and 43 in the phone!!

It's not a problem with memory, because case c) uses the same memory that d)

It seems that some limit was exceed.
I am working in a game and need to decide what to do

My phone is a Samsung Galaxy with Android 1.5
Any idea?
Thanks in advance
toconar
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