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Home/ Questions/Q 6901533
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T07:41:09+00:00 2026-05-27T07:41:09+00:00

I have a piece of code which draws an image to the background of

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I have a piece of code which draws an image to the background of the screen. The problem I am having is that the image looks poor, unless I use a Paint object with dithering set to true

Without a paint object, the canvas.drawBitmap() method takes roughly 15ms, with dithering, it can be up to more than three times that. As the application is intended to be a livewallpaper, this is of concern.

I have checked that the image is in ARGB_8888 format, but when drawn without the paint object, it looks closer to having 256 colors. I have tried using different image formats & bit-depths(32,24,16) but I still have this problem.

How come it is not possible to perform the dither on the image once, and use this version. Or why is my image being downsampled?

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  1. Editorial Team
    Editorial Team
    2026-05-27T07:41:09+00:00Added an answer on May 27, 2026 at 7:41 am

    You could draw the background to the canvas once (with the paint enabled). Then you can save the canvas to a bitmap and from then on use that bitmap instead, avoiding the need for the paint.

    It’s a bit of a crappy solution but it works. I’m guessing there is a better way to do this

    background2 = Bitmap.createBitmap(width,height,Config.RGB_565);
    Canvas c = new Canvas(background2);
    c.drawBitmap(background, 0, 0, backgroundPaint);
    

    then use background2 instead, and probably recycle() background.

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