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GoogleCodeExporter avatar GoogleCodeExporter commented on May 30, 2024
Thanks for the report.

> I'd guess drawBitmap using a PorterDuffXfermode would work here, too.

Unfortunately not.  The mask's translucency is based on the RGB values of the 
mask, not its alpha channel.  So none of the PorterDuff modes match what we 
need.

I have a faster implementation written in RenderScript in my 1.3 branch 
(filters).  But that branch needs a lot more work before it is releasable.

Original comment by [email protected] on 18 Aug 2014 at 2:37

from androidsvg.

BigBadaboom avatar BigBadaboom commented on May 30, 2024

Note to self: need to fix the mask routine. It currently uses a bitmap the size of the whole canvas for the mask buffer. This uses a lot of memory if there are a lot of nested masks. Should use buffer the size of the original object - or use a different technique.

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BigBadaboom avatar BigBadaboom commented on May 30, 2024

Fixed.

from androidsvg.

BigBadaboom avatar BigBadaboom commented on May 30, 2024

TODO: Update the documentation on 1.3 release:

Rendering of masks no longer requires the use of renderToCanvas().

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devemux86 avatar devemux86 commented on May 30, 2024

Android P makes these changes and the use of Canvas.ALL_SAVE_FLAG somehow mandatory.
If use targetSdkVersion 28 the AndroidSVG Maven current release does not work, throwing:

IllegalArgumentException: Invalid Layer Save Flag - only ALL_SAVE_FLAGS is allowed

So with latest Android need to use the AndroidSVG snapshot version instead.

from androidsvg.

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