am 8125b0b4: am dcc910ea: Merge "docs: fix bug 5878445" into ics-mr1

* commit '8125b0b4343b7f480196ce73103ca00cdf64f9e5':
  docs: fix bug 5878445
This commit is contained in:
Robert Ly
2012-03-01 12:47:44 -08:00
committed by Android Git Automerger
2 changed files with 11 additions and 8 deletions

View File

@ -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

View File

@ -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