Monday, July 11, 2011

[android-developers] Advice on Canvas vs OpenGL, performance vs CPU/battery and live wallpapers

I'm looking for any advice from anyone who has done both Canvas and OpenGL implementations (in general, not just for wallpapers).  I've done a lot of canvas related drawing and have had good results with it.  There is a live wallpaper project I'm getting involved in, and while I think I should be able to do most of the things we want to do with the canvas API, I'm wondering a few things, if anyone has experience with both and can chime in:

Assume everything is held equal and the same things would be done in both OpenGL and the Canvas API (meaning, losing out on all the great things OpenGL can do... just for discussion sake)
1. Open GL is hardware accelerated, which means better graphical performance speed-wise, how does this translate as far as CPU performance?  Will there be more of a battery drain, or less?
2. Canvas calls will also be hardware accelerated in future versions and on 3.0/3.1+, so this may alleviate some concerns as far as graphical performance, but would a dive into OpenGL on principle be recommended?

Really appreciate any responses.  Thanks,
Adam

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