I have a native game, in which I draw several bitmaps on form’s canvas.
The problem is that if I draw background bitmap on whole canvas it slows down drawing process a lot.
I do it in onDraw method of my game form:
result GameForm::OnDraw() {
result r = E_SUCCESS;
pCanvas->SetBackgroundColor(*backgroundColor);
pCanvas->Clear(*rect);
//this increases time of drawing from about 25ms to 50ms
// r = pCanvas->DrawBitmap(Rectangle(0, 0, this->GetWidth(), this->GetHeight()), *pBackgroundBitmap);
//drawing some (up to 60-80) small bitmaps on pCanvas
pLevel->draw(pCanvas);
return r;
}
I decode Images with BITMAP_PIXEL_FORMAT_ARGB8888 option.
I also tried to add a screen-size Label with background Bitmap, but it only got worse.
Is there any way to draw background bitmap more efficiently without using openGL?
Performance issue drawing on Canvas
I have a native game, in which I draw several bitmaps on form’s canvas.
The problem is that if I draw background bitmap on whole canvas it slows down drawing process a lot.
I do it in onDraw method of my game form:
I decode Images with BITMAP_PIXEL_FORMAT_ARGB8888 option.
I also tried to add a screen-size Label with background Bitmap, but it only got worse.
Is there any way to draw background bitmap more efficiently without using openGL?
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16 Apr 2025
Tizen Studio
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04 Nov 2024
Tizen Studio
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02 Apr 2024
Tizen Studio