Loading docs/html/guide/topics/graphics/hardware-accel.jd +4 −3 Original line number Diff line number Diff line Loading @@ -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 Loading docs/html/guide/topics/manifest/activity-element.jd +7 −5 Original line number Diff line number Diff line Loading @@ -321,13 +321,15 @@ activity is ignored. The activity is not re-parented, but destroyed. Activity — "{@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 Loading Loading
docs/html/guide/topics/graphics/hardware-accel.jd +4 −3 Original line number Diff line number Diff line Loading @@ -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 Loading
docs/html/guide/topics/manifest/activity-element.jd +7 −5 Original line number Diff line number Diff line Loading @@ -321,13 +321,15 @@ activity is ignored. The activity is not re-parented, but destroyed. Activity — "{@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 Loading