My application uses a canvas that I scale so that I can specify path points in meters instead of pixels. When I scale the canvas, then draw a line using path.lineTo()<
Another way to get around this issue as I've found is to draw the Paths to another Canvas that is backed by a cache bitmap, and then draw that bitmap to the passed Canvas. This eliminates the blurring and offsets in my situation.
This is a limitation of the hardware accelerated renderer. Paths are rasterized at their native size before transform. In your case, the Path is transformed into a 1x4 texture. That texture is then scaled at draw time. To work around this, scale your Path directly by using Path.transform(Matrix). You can also use scaled coordinates when building the path.
Thanks to Romain Guy's answer, here is a wrapper for the drawPath() method that produces the same results for hardware acceleration on and off. It only handles the case where the x & y scaling in the existing matrix are the same, and it might not be the most efficient.
void drawPath(Canvas canvas, Path path, final Paint pen) {
canvas.save();
// get the current matrix
Matrix mat = canvas.getMatrix();
// reverse the effects of the current matrix
Matrix inv = new Matrix();
mat.invert(inv);
canvas.concat(inv);
// transform the path
path.transform(mat);
// get the scale for transforming the Paint
float[] pts = {0, 0, 1, 0}; // two points 1 unit away from each other
mat.mapPoints(pts);
float scale = (float) Math.sqrt(Math.pow(pts[0]-pts[2], 2) + Math.pow(pts[1]-pts[3], 2));
// copy the existing Paint
Paint pen2 = new Paint();
pen2.set(pen);
// scale the Paint
pen2.setStrokeMiter(pen.getStrokeMiter()*scale);
pen2.setStrokeWidth(pen.getStrokeWidth()*scale);
// draw the path
canvas.drawPath(path, pen2);
canvas.restore();
}