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
-- You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to android-developers@googlegroups.com
To unsubscribe from this group, send email to
android-developers+unsubscribe@googlegroups.com
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en
No comments:
Post a Comment