DrawImage delay
Monkey Targets Forums/Android/DrawImage delay
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Hey, how does Andriod handle loading and drawing images? Reason being I can load an image(s) (and these are 240x320) in OnCreate but the first time I draw the image in OnRender there is a very noticable delay the first time It is drawn, almost as if it being loaded into memory on the DrawImage rather then LoadImage. After the first DrawImage there is no dely drawing that image again. This is very noticable on emultor and my wildfire phone. |
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Maybe you could preload all images by drawing all images once, but not showing them. Somehow like this:Method OnRender() Cls if firstround firstround=False DrawAllImages Cls Else NormalGameDrawing End End |
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Hi This problem is reported and confirmed as a bug here: http://www.monkeycoder.co.nz/Community/posts.php?topic=419 Lumooja's solution does help. But is not ideal. Also this was not the case in v31. Probably related to the new gl driver in v32. Also this bug is less noticeable with smaller images. |
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Lumooja & Virtech - thanks for the confirmation and workaround i'll ignore it for now and continue with the project. |
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Just found this myself using V33... In BlitzMax you could kind of cache the images before drawing them... can you do something similar in Monkey? <edit> Just found out you can cache them to VRAM even if you draw them off screen and if you have got an animimage you can just draw the first frame... <edit /> |
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I have the same problem with the latest build 45 which is quite annoying. |
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Yeah this problem has been about for a bit. Work around solutions have been posted here... http://monkeycoder.co.nz/Community/posts.php?topic=1430 |
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Thanks! :) |