pnl.SetBackgroundImage(Sprite(ix))
I'm not sure if the question was aimed at me, but I'll answer it anyway:sorex said:What do you mean with that last sentence? That libGDX is the only way to go for any project that contains an image?
libGDX has two main advantages over a Canvas based solution: it does not store the graphical resources in the Java memory space so you can use all the memory of the device if you want, and it is based directly on OpenGL, a graphical library that delivers the best performance on our devices. When you display 10 sprites at 60 fps with a Canvas based lib, you can display 300 of them with libGDX. You can do a lot of things with my Accelerated Surface lib, but for most games, libGDX will be far superior.I'm not sure if the question was aimed at me, but I'll answer it anyway:
It's not the only way to go, like you correctly pointed out, as long as the images are properly cached in the GPU, the performance should be optimal. All I'm saying it that GDX is a great tool to achieve that result.
My sentence was just meaning that when you need performance (e.g. your game is too slow with Accelerated Surface), you have no other choice than using libGDX. So the question of the library to choose has a clear answer according to the project needs.no, sorry. that was meant for Informatix but you post came inbetween
It is accelerated because it is based on OpenGL (but not directly) and benefits from the hardware acceleration (once enabled in the manifest). It uses the same draw event that is raised to draw your views in hardware acceleration mode, so it can be used to draw new views for example.in what way is the accelerated surface accelerated? is it also GPU based?
The comparison post is not the "how to make a game" thread wonder indirectly pointed me to I guess?
And a thing is clear too: if you want to do a game, forget the Canvas class. It's the worst solution. I wrote a tutorial about that to explain why (in case someone didn't notice the horrible performance of this class).
The tutorial is "How to make games".I was refering to this
1) The two devices cannot be compared. Different CPU, GPU, resolution, memory, OS...interesting...
if that chart is correct then most stuff in that test runs faster without hardware accelleration?
Depending on the OS, the hardware and the things to draw, the gain due to the HA varies greatly, from +20% to +100%.alright, my bad. I thought it were results based on hardware acc. setting on the same device.
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