What is the fastest way to draw an array of lines? - android

I need to draw an array of lines in overlay. Currently, I use canvas and bitmap and draw about 500 lines. The drawing time is very high - around 200 ms which is bad, but acceptable.
Now I need to add 500 lines more and the time grows significantly. What is the fastest way to do this? Do I need to use OpenGL? and How? What is the best approach?

Turning off anti-aliasing will speed things up a lot. Be sure to profile your code to make sure rendering is the place where the time is actually going. Once you have optimized things and the majority of time is spent in rendering and you have made the rendering as simple as possible, the next step you'll have to take is to move to OpenGL.

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Efficiently draw a trail after a moving object, depicting a few seconds of position history

I have an app where users are moving on a View background, I'm drawing the users, but would also like to display a trail after them with a few seconds of history.
I could do it using a bunch of line segments, but I worry that would be inneffective.
I would like some preimplemented class that performs this, so I don't have to get my hands dirty with making the actual drawing efficient. I was thinking in the lines of a of a android.graphics.Path, but I can't find a way to contonously remove the oldest parts of it. Is there a way to achieve this using a path?
If not does anyone have any other tips? Anywhere I could look for a handy and efficient solution?
Grateful for any help!
You could take the current view, mix it with the original background and use that as the new canvas to draw your users on for the next/upcoming frame. This will give a blurry trail (depending on the way you combine it with the original background) of the users.

How do you draw a slash animation on an android phone?

I would like to draw a slash animation between 2 points that I have already randomly generated.
The animation can be as simple as the line extending to the other point over a set amount of time. I would like the animation to be a "pretty" line so I was using a bunch of images and iterating over them and not just canvas.drawLine(x, y, u, v, paint).
The main issue I am running into is the points are not always the same distance apart or same direction. Im not sure if having a set number of animation sequences would work because of those differences. What is the best way to do this?
Not sure if this has been answered, but you'll have to say how complicated your imagery is. If it's a simple slash line, then drawLine would work. You'll also have to say how you are animating the line, like Android XML or if you are using some sort of timer.
There's so many ways to do this. If it's a simple line, you can use math to increment some coordinates. Watch out for using frame counting, where you say "increment the animation for the frame". It's a quick-and-dirty way to animate, and sometimes will get the job done.
A lot of video games use time-based drawing. "If this amount of time has elapsed since the last draw, draw this much". The result looks much more natural and the same between devices with different amount of horsepower.
There's also what you are drawing on. Are you using a View or a SurfaceView? The list goes on.

Android canvas path real-time performance

I want to draw (4 or 5) real-time charts visualizing a lot of data (a new value every 30ms) within 15 minutes. I am using Path but it seems to work very slowly when I want to display over 20000 values and translate the canvas and it gets worse every second. I also tried using drawLine but it doesn't work fluently at all.
Does anyone have any ideas about a better solution than Path? Or maybe I am doing something wrong? My current solutio is : I initialize the Path in the beginning and then just add a new line to it every time I get a new value, then I translate the canvas.
Displaying a path of 20 000 values will probably be slow whatever you use, even in OpenGL, it's just a lot of data to send to the graphics chip to draw...
The "correct" way to do it (performance-wise) is probably to cache as much stuff as possible, and draw only what needs to be drawn. You could for example draw to a bitmap the first N points, and then only use a path for the next M points (and draw the bitmaps for the previous ones). Drawing a bitmap is pretty fast. So once in a while, you could just refresh your bitmap (which will take a bit more time) and then plot the remaining points.
You could also decide to have a shorter path : do you really need 20 000 values ? Couldn't you be grouping points 5 by 5 or 10 by ten (or even more) ? Currently, the screens are at most 1280 pixels wide anyways...
Are drawing all of that in every onDraw()? That's why it's slow. First of all, nobody can see changes every 30ms. So keep drawing updates into a cache bitmap, then call invalidate(). Then in onDraw() just copy that bitmap onto the canvas.
Drawing over 20000 lines with canvas is going to be slow, no matter what. My bet is that you have to go with openGL on this one. This link might be helpful: http://obviam.net/index.php/opengl-es-with-android-switching-from-canvas-to-opengl/

Faster Background Image in OpenGLES

I'm writing a game in Android/OpenGLES, and when I use traceview, I see that the time taken to draw my background image (using glDrawTexfOES) is quite huge.
I understand of course that as the background fills the screen, it should take longer than my other sprites, but is there a faster way to draw the background image. The background does not move or change during the game, so maybe there is a tip or trick to do it faster ?
In most cases, I believe it's faster to do what you want by drawing and texturing a quad(well, or a triangle strip) using a texture buffer. I don't have any solid benchmarks, but it made a pretty big difference for me. Mine was a lot of smaller images(font renderer) rather than one large one, but faster is faster in my experience.

Load bitmap or draw graphic? Performance Question

Ok, I am going to be drawing a lot of "insects" on the screen. My question is, if I am drawing a spider for example, would it be faster to load a bitmap, matrix it to the correct angle, and draw it on screen (again and again), or draw an ant using the canvas.drawLine, drawCircle, etc? For a direct comparison:
Bitmap: 500 bytes w/ transparency
Drawn: 8 drawLines, 2 drawCircles
I already have a lot going on, so performance here is very important.
Thanks in advance!
It is much faster to draw a bitmap. What really matters is how many pixels you are going to draw (i.e. the overdraw, which will impact the maximum fillrate.) Using bitmaps also allows you to create richer graphics without performance penalties.

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