* commit '8125b0b4343b7f480196ce73103ca00cdf64f9e5': docs: fix bug 5878445
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@ -42,19 +42,20 @@ parent.link=index.html
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<li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL with the Framework
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APIs</a></li>
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<li><a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a></li>
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<li><a href="{@docRoot}guide/topics/renderscript/index.html">Renderscript</a></li>
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</ol>
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</div>
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</div>
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<p>Beginning in Android 3.0 (API level 11), the Android 2D rendering pipeline is designed to
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better support hardware acceleration. Hardware acceleration carries out all drawing operations
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that are performed on a {@link android.view.View}'s canvas using the GPU.</p>
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that are performed on a {@link android.view.View}'s canvas using the GPU. Because of the
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increased resources required to enable hardware acceleration, your app will consume more RAM.</p>
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<p>The easiest way to enable hardware acceleration is to turn it on
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globally for your entire application. If your application uses only standard views and {@link
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android.graphics.drawable.Drawable}s, turning it on globally should not cause any adverse
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effects. However, because hardware acceleration is not supported for all of the 2D drawing
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drawing effects. However, because hardware acceleration is not supported for all of the 2D drawing
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operations, turning it on might affect some of your applications that use custom views or drawing
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calls. Problems usually manifest themselves as invisible elements, exceptions, or wrongly
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rendered pixels. To remedy this, Android gives you the option to enable or disable hardware
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@ -321,13 +321,15 @@ activity is ignored. The activity is not re-parented, but destroyed.
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Activity — "{@code true}" if it should be enabled, and "{@code false}" if
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not. The default value is "{@code false}".
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<p>Starting from Android 3.0, a hardware-accelerated OpenGL renderer is
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available to applications, to improve performance for many common 2D graphics
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operations. When the hardware-accelerated renderer is enabled, most operations
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in Canvas, Paint, Xfermode, ColorFilter, Shader, and Camera are accelerated.
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This results in smoother animations, smoother scrolling, and improved
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responsiveness overall, even for applications that do not explicitly make use
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the framework's OpenGL libraries. </p>
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the framework's OpenGL libraries. Because of the increased resources required to
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enable hardware acceleration, your app will consume more RAM.</p>
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<p>Note that not all of the OpenGL 2D operations are accelerated. If you enable
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the hardware-accelerated renderer, test your application to ensure that it can
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