opengl es - Android View vs SurfaceView vs GLSurfaceView for 2D drawing app with Zoomable User Interface -
I am planning to write a 2D drawing app with the zoommable user interface. With the app the user must be able to transform (translate and scale) the drawn path (and of course the UI). I think there will be 500 paths at the same time. Now, I am thinking that to get started with an acceptable display (view, surface view or GLSurfaceView), see. I read a post including an Android Developer Guide 1 [1-6] and still is not 100% sure to see what to use.
According to the presentation on Google I / O 2009 () and your experience canvas (see and Surface Weave) does not seem to be able to perform quickly while handling more than 100 routes.
Is anyone likely to implement the app using canvas or does the way to OpenGL go?
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Due to your functionality, you will need to use hardware rendering to be dense, therefore in software Every pixel is slowing down.
If you want to draw with a canvas, you have to present it with a capable view. Canvas rendering on the surface is always done with the software.
Surface views and GLSurface are almost the same thing; GLSurfaceView only has some helpful tasks that take care of some home-based arrangements for you. You can use GLES to render at SurfaceView and TextureView. There are many examples in this.
If you are walking under the hood, then look at the doctor.
You may want to consider using an open source 2D game engine. They will handle the EGL setup, GLES should provide the code for rendering the font, and so on.
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