From 02c93887023aec1fbea4976262b578fb58a33ec3 Mon Sep 17 00:00:00 2001 From: Robert Ly Date: Wed, 22 Feb 2012 11:15:53 -0800 Subject: docs: fix bug 5878445 Change-Id: I603a3b8d92d855baa8f3557bddecb662af2cc1d7 --- docs/html/guide/topics/graphics/hardware-accel.jd | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'docs/html/guide/topics/graphics') diff --git a/docs/html/guide/topics/graphics/hardware-accel.jd b/docs/html/guide/topics/graphics/hardware-accel.jd index c8703a5..f5cd1e6 100644 --- a/docs/html/guide/topics/graphics/hardware-accel.jd +++ b/docs/html/guide/topics/graphics/hardware-accel.jd @@ -42,19 +42,20 @@ parent.link=index.html
  • OpenGL with the Framework APIs
  • -
  • RenderScript
  • +
  • Renderscript
  • 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.

    + 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.

    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 -- cgit v1.1