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Commit 02c93887 authored by Robert Ly's avatar Robert Ly
Browse files

docs: fix bug 5878445

Change-Id: I603a3b8d92d855baa8f3557bddecb662af2cc1d7
parent 197fe269
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+4 −3
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@@ -42,19 +42,20 @@ parent.link=index.html
        <li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL with the Framework
        APIs</a></li>

        <li><a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a></li>
        <li><a href="{@docRoot}guide/topics/renderscript/index.html">Renderscript</a></li>
      </ol>
    </div>
  </div>

  <p>Beginning in Android 3.0 (API level 11), the Android 2D rendering pipeline is designed to
  better support hardware acceleration. Hardware acceleration carries out all drawing operations
  that are performed on a {@link android.view.View}'s canvas using the GPU.</p>
  that are performed on a {@link android.view.View}'s canvas using the GPU. Because of the
  increased resources required to enable hardware acceleration, your app will consume more RAM.</p>

  <p>The easiest way to enable hardware acceleration is to turn it on
  globally for your entire application. If your application uses only standard views and {@link
  android.graphics.drawable.Drawable}s, turning it on globally should not cause any adverse
  effects. However, because hardware acceleration is not supported for all of the 2D drawing
  drawing effects. However, because hardware acceleration is not supported for all of the 2D drawing
  operations, turning it on might affect some of your applications that use custom views or drawing
  calls. Problems usually manifest themselves as invisible elements, exceptions, or wrongly
  rendered pixels. To remedy this, Android gives you the option to enable or disable hardware
+7 −5
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@@ -321,13 +321,15 @@ activity is ignored. The activity is not re-parented, but destroyed.
Activity &mdash; "{@code true}" if it should be enabled, and "{@code false}" if
not. The default value is "{@code false}".


<p>Starting from Android 3.0, a hardware-accelerated OpenGL renderer is
available to applications, to improve performance for many common 2D graphics
operations. When the hardware-accelerated renderer is enabled, most operations
in Canvas, Paint, Xfermode, ColorFilter, Shader, and Camera are accelerated.
This results in smoother animations, smoother scrolling, and improved
responsiveness overall, even for applications that do not explicitly make use
the framework's OpenGL libraries. </p>
the framework's OpenGL libraries. Because of the increased resources required to
enable hardware acceleration, your app will consume more RAM.</p>

<p>Note that not all of the OpenGL 2D operations are accelerated. If you enable
the hardware-accelerated renderer, test your application to ensure that it can