It's not a high priority, but it would be nice if the drawing primitives, e.g. line, circle, ellipse, etc. were anti-aliased like the native fonts. I realize there isn't a lot of color depth available, but it seems like there might be a way to alleviate some pixellation.
Thanks for the suggestion--I know many people have commented on the "jagginess" of watch face hands on the custom watch faces, and some anti-aliasing would definitely help with that. I've reported this for consideration.
This came up somewhat recently, and it was generally agreed that our device hardware doesn't quite have the necessary horsepower for this kind of thing just yet. The "native" objects that are anti-aliased are done at a lower level than Connect IQ and are highly optimized to run efficiently on our devices. It's not quite as simple as flipping a switch to allow anti-aliasing on primitives, unfortunately.
That doesn't take this idea out of the realm of possibility, though. We plan to revisit this in the future once we have hardware that is capable of handling the rendering without affecting general user experience.
I'm not sure about the specifics of this app's implementation. I agree that using a ton of finely-tuned bitmaps is not very elegant, but it's possible that's what this developer did. :confused:
I don't think processing power is really a problem as watch face is pretty static, since changes are happening only once a minute. Most parts of screen is fixed (numbers and markings, date, etc.), so they need to be calculated only once or on rare occasions when they change. Only hands need to be calculated and 1/4 of second should be enough for that, which nobody would notice.