Optimizing graphics. Shapes vs bitmaps.

Former Member
Former Member
Is there a rule, or a method, to the most efficient display of graphics?

Once the bitmaps scroll with the screen, thereby negating the requirement of using shapes to keep everything together, I want to know which method will draw the shapes the fastest, or at least with the least processing power.

I can create an app that draws a shape, loop it, and time it. The same for a bitmap. But without knowing the underlying mechanics of how the bitmap is drawn I don't know how different bitmaps might tax the system differently. So without actually trying this test I am assuming I would need to test each individual case. It would be nice to know if one was far more likely to be faster.
  • I think the best answer is if there's a function to draw a primitive shape, use it. Otherwise use a bitmap. Bitmaps also take extra memory since they have to be loaded into RAM, but they're a better choice for some things such as a logo for a watch face.