I am having a performance trouble with android development. I need to use images for background and sprites which therefore need to be updated very often, but calling the image function just-as scales poorly on my phone.
E.g. when creating an 480*320 app for my Samsung Galaxy Ace (800 MHz), I have a background .jpg in size of 20KB that is of the same resolution as a screen. Displaying it using background() method in the draw() callback sends my FPS from 60 to less than 30 ... and of course I want my app to do other things than to display background.
Would anybody know how to:
1) Cache the image?
2) Redraw just a rectangular region that needs to be updated?