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Home/ Questions/Q 9218545
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Editorial Team
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Editorial Team
Asked: June 18, 20262026-06-18T02:53:21+00:00 2026-06-18T02:53:21+00:00

I have a bitmap which I am creating like so….. myBitmap=BitmapFactory.decodeResource(res, R.drawable.picture, options); I’m

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I have a bitmap which I am creating like so…..

myBitmap=BitmapFactory.decodeResource(res, R.drawable.picture, options);

I’m then scaling it using Bitmap.createScaledBitmap

then when I’m drawing it I’m re-colouring it like this:

c.drawBitmap(myScaledBitmap, 0, 0, myPaint);

This works, but performance takes a huge hit as I’m re-colouring in realtime.

What I’m now trying to do is create a different colour bitmap before the loop starts running, I thought this would be quite a simple thing to do, but I can’t work it out and would appreciate any pointers.

The only other way would be for me to actually create different .png’s to start with but that would be a bit of a pain so there must be a way to do this in code? Thanks.

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  1. Editorial Team
    Editorial Team
    2026-06-18T02:53:22+00:00Added an answer on June 18, 2026 at 2:53 am

    It isn’t too complicated. You have most of it. Outside your loop, you can almost just use the code you already have. I think something like this should work:

    Bitmap coloredBitmap = Bitmap.createBitmap(myScaledBitmap.getWidth(), myScaledBitmap.getHeight(), Config.ARGB_8888);
    Canvas canvas = new Canvas(coloredBitmap);
    canvas.drawBitmap(myScaledBitmap, 0, 0, myPaint);
    

    Now just use coloredBitmap in the loop.

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