I've included a test program that is toying with seeing how fast I can simulate a 6847 VDG. In my example VDG is passing over an area of "RAM" from addresses 1024-1535 which is the TRS-80 CoCo's 32x16 text screen. I'm plotting each point per loop just to see if modern Android devices can simulate an old CRT's beam, so to speak. ~60 fps, 15.75 Khz raster lines, etc. Actually, as long as the raster lines are timed right, I can probably render each line in a faster way, but for now I'd like to keep it the way it is since there are CoCo demos that follow the VDG timing. Keep in mind that I'm gearing up to add a thread that emulates the 6809 CPU, so overall app speed is important.
Currently per someone's suggestion I'm using BitmapCreator and ByteConverter, which I highly doubt is the lowest level or fastest method possible to set colors in a 800x262 bitmap and have the livest possible display on the Android device. That is, when I store a color INT into the bitmap, I want it to appear immediately on some kind of surface other than a stock ImageView.
I've been looking at forum posts pertaining to libGDX and find it hard to follow because of a lack of actual examples that deal with what I'm dealing with. I'm of the mind that if somebody can write a B4A app showing hundreds of thousands of particles flying around the screen like water at 60fps, that what I'm doing should be rather simple to achieve using 209,600 static points.
Can someone have a go at converting my example to use libGDX, OpenGL, or some other low-level renderer?
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