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#Actualtom_mai78101

Posted 19 October 2012 - 05:12 AM

There's a lot of discussion about splitting up the canvas into groups, and then let each thread draw the group. It gave me a whole lot of questions.

1. Wouldn't splitting up the Canvas into areas for threads to render on cause something that resembles tearing?

2. In Java, I do not know of a Java method that allows splitting bitmaps while it is being drawn. What is the logic for that? Test to see if the bitmap Rect area is over the threshold, and then stop drawing that area, while letting the other thread draw the undrawn area?

3. rip-off mentioned that I may be passing a gradually completing Canvas into methods. The possibility that this might be my bottleneck is actually quite high (as I haven't considered it before), as I have passed the same reference to the Canvas object through a lot of methods. Are there other alternatives to efficiently draw tons of bitmaps (of powers of 2, in my case) onto a Canvas?

#3tom_mai78101

Posted 19 October 2012 - 05:12 AM

There's a lot of discussion about splitting up the canvas into groups, and then let each thread draw the group. It gave me a whole lot of questions.

1. Wouldn't splitting up the Canvas into areas for threads to render on cause something that resembles tearing?

2. In Java, I do not know of a Java method that allows splitting bitmaps while it is being drawn. What is the logic for that? Test to see if the bitmap Rect area is over the threshold, and then stop drawing that area, while letting the other thread draw the undrawn area?

3. rip-off mentioned that I may be passing a gradually completing Canvas into methods. The possibility that this might be my bottleneck is actually quite high (as I haven't considered it before), as I have passed the same reference to the Canvas object through a lot of methods. Are there other alternatives to efficiently draw tons of bitmaps (of any sizes, in my case) onto a Canvas?

#2tom_mai78101

Posted 19 October 2012 - 05:11 AM

There's a lot of discussion about splitting up the canvas into groups, and then let each thread draw the group. It gave me a whole lot of questions.

1. Wouldn't splitting up the Canvas into areas for threads to render on cause something that resembles tearing?

2. In Java, I do not know of a Java method that allows splitting bitmaps while it is being drawn. What is the logic for that? Test to see if the bitmap Rect area is over the threshold, and then stop drawing that area, while letting the other thread draw the undrawn area?

3. rip-off mentioned that I may be passing a gradually completing Canvas into methods. The possibility that this might be my bottleneck is actually quite high (as I haven't considered it before), as I have passed the same reference to the Canvas object through a lot of methods. Are there other alternatives to efficiently draw tons of bitmap onto a Canvas?

#1tom_mai78101

Posted 19 October 2012 - 05:10 AM

There's a lot of discussion about splitting up the canvas into groups, and then let each thread draw the group. It gave me a whole lot of questions.

1. Wouldn't this cause something that resembles tearing (the opposite of what we wanted to use Vsync for)?

2. In Java, I do not know of a Java method that allows splitting bitmaps while it is being drawn. What is the logic for that? Test to see if the bitmap Rect area is over the threshold, and then stop drawing that area, while letting the other thread draw the undrawn area?

3. rip-off mentioned that I may be passing a gradually completing Canvas into methods. The possibility that this might be my bottleneck is actually quite high (as I haven't considered it before), as I have passed the same reference to the Canvas object through a lot of methods. Are there other alternatives to efficiently draw tons of bitmap onto a Canvas?

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