hardware-acceleration

Work around Canvas.clipPath() that is not supported in android any more

拈花ヽ惹草 提交于 2019-11-26 18:55:44
From android 3.0 the clipPath() method is no longer supported in devices with hardware acceleration turned on.(Read this article for more details). I am working with canvas and I need to draw rounded image. Any ideas about how can I do that? *I can't turn the hardware acceleration off, I am looking for other solution. Answered: Tnx @Malcolm for your answer. I found a good example that demonstrate this technique , it's basically a mask. Canvas.clipPath() support with hardware acceleration has been reintroduced since API 18 . The best way to work around the problem is calling setLayerType(View

Why does enabling hardware-acceleration in CSS3 slow down performance?

六眼飞鱼酱① 提交于 2019-11-26 11:46:51
问题 I am moving 6000 small div elements in an css3 experiment using a transition from top: 0 to top: 145px to test performance. Using no hardware-acceleration runs smooth on Google Chrome. If I enable hardware-acceleration via translateZ(0) performance becomes horrible. Why is that so? Here is my example code: http://dl.dropboxusercontent.com/u/17844821/tmp/hwtest.html Update (2014-11-13): Since this question is still attracting attention I\'d like to point out that the problem itself still seems

Font size too large to fit in cache

你离开我真会死。 提交于 2019-11-26 08:23:04
问题 So i recently switched to android 3.0 (honeycomb) and i\'m having some issues with hardware rendering, specifically at a certain custom view i\'ve written where I use a font size of 200 to display some text. Unfortunately it seems the openGLRenderer doesn\'t like that kind of rather large font sizes very much, given the error i\'m getting in the log: 06-06 16:22:00.080: ERROR/OpenGLRenderer(2503): Font size to large to fit in cache. width, height = 97, 145 Are there ways around this (or ways

HW accelerated activity - how to get OpenGL texture size limit?

馋奶兔 提交于 2019-11-26 07:25:22
问题 I\'m trying to enable hw acceleration in Honeycomb, and display some Bitmaps on Canvas. All works fine, but for large bitmaps (>2048 in one dimension), I get error in log: OpenGLRenderer: Bitmap too large to be uploaded into a texture I know this is because of hw limitation, and can work-around it by reducing max bitmap size to be displayed if hw acceleration is enabled (checking by View.isHardwareAccelerated()). My question is: how to easily determine max texture size available for Bitmap

Work around Canvas.clipPath() that is not supported in android any more

纵饮孤独 提交于 2019-11-26 06:39:34
问题 From android 3.0 the clipPath() method is no longer supported in devices with hardware acceleration turned on.(Read this article for more details). I am working with canvas and I need to draw rounded image. Any ideas about how can I do that? *I can\'t turn the hardware acceleration off, I am looking for other solution. Answered: Tnx @Malcolm for your answer. I found a good example that demonstrate this technique, it\'s basically a mask. 回答1: Canvas.clipPath() support with hardware