Graphics.drawImage() vs Graphics.drawRGB()
I am (finally) looking to ditch support for MIDP1.0 only handsets and
am looking at the extra functionality / optimisations that I can gain
Interested in the Graphics.drawRGB() method. Does anyone have any
info (however vague) about how practical this is to use in 'real
world' situations and how fast it tends to be compared to
Graphics.drawImage()? The documentation says 'The mapping from ARGB
values to the device-dependent pixels is platform-specific and may
require significant computation' which sounds pretty ominous!
Any feedback appreciated...
James Closs, Director, bitBull Ltd
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