I_Artist wrote:I'm not sure about this one, but in other platforms it's not wise to call invallidate() from inside the draw() method. Are you sure this is what you want to do?
No, not really sure if that's how it's supposed to be done. I've just started with the Android platform.
I'm still trying to figure out how to:
1. Put this in a different thread than the UI
2. Use a loop that's more efficient (doesn't seem like invalidate() in the onDraw() method is correct)
3. Find the fastest way to use setPixel() or equivalent to get hopefully at least 30fps on a 256x160 bitmap