I'm trying to clip a canvas drawing operation to an arc-shaped wedge. However, I'm not getting the intended result after setting the clipping path to the canvas. 

For illustration, here is what I'm doing:

![enter image description here](https://i.stack.imgur.com/uwhpW.png)

```
path.reset();

//Move to point #1
path.moveTo(rect.centerX(), rect.centerY());

//Per the documentation, this will draw a connecting line from the current
//position to the starting position of the arc (at 0 degrees), add the arc
//and my current position now lies at #2.
path.arcTo(rect, 0, -30);

//This should then close the path, finishing back at the center point (#3)
path.close();

```

This works, and when I simply draw this path (`canvas.drawPath(path, paint)`) it draws the wedge as shown above. However, when I set this path as the canvas's clipping path and draw into it:

```
//I've tried it with and without the Region.Op parameter
canvas.clipPath(path, Region.Op.REPLACE);
canvas.drawColor(Color.BLUE);

```

I get the following result instead (the wedge is left just to show reference):

![enter image description here](https://i.stack.imgur.com/QqUwJ.png)

So it instead seems to clip to the bounding rect of the `Path`, and not the `Path` itself. Any ideas what's happening here?

**EDIT** Just as an update, I've found a much more efficient way of doing this that allows for hardware acceleration. First, draw the entire image (that you'd be clipping) into an offscreen bitmap. Make a `BitmapShader` using this `Bitmap`, set that shader to a `Paint`, then draw the wedge path using that `Paint` object:

```
drawMyBitmap(bitmap);
Shader shader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setShader(shader);

@Override
public void onDraw(Canvas canvas) {
    canvas.drawArc(rect,         //The rectangle bounding the circle
                   startAngle,   //The angle (CW from 3 o'clock) to start
                   sweepAngle,   //The angle (CW from 3 o'clock) of the arc
                   true,         //Boolean of whether to draw a filled arc (wedge)
                   paint         //The paint with the shader attached
    );
}

```