Sign in to follow this  
Say

double buffer on the wireless

Recommended Posts

Well, if they don't then implement it. :o)

Basically, you need an Image object (called, say, back_buffer) where your game canvas will draw each frame. Inside the canvas paint function everything must be drawn into that back_buffer. At the end of the paint function (when the current frame is ready) just display it onto the screen (g.drawImage(back_buffer)).

This will avoid flickering. And there's more than one way to do it.

Share this post


Link to post
Share on other sites
thanks guy but if i want make a game version quite compatible with the more part of cellphones i need to implement the standard backbuffer also if someone of them just has it.
Is it right?

Share this post


Link to post
Share on other sites
Ok first lets look at device capabilities:
Some don't have a HW double buffer.
Some do have a HW double buffer.
And on some a SW double buffer is void as there is simply not enough ram.(7210)

If you are looking at multiple device support, create your engine so you can easily switch between them.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this