title: Android Live Wallpapers -- OpenGL vs Canvas
body: <p>I am a fairly "newb" Android developer, and I would like one of my first projects to be a live wallpaper, however I am conflicted on whether I should be focusing on Canvas or OpenGL for it.  Being new to this I know I should master Canvas first since it is easier to use, but I prefer to learn from real world projects that I have an interest in, even if it's a little backwards at times.</p>
  
  <p>I have used both before in very basic ways, and I understand the general concepts to them, but I am not sure how they transfer over to the realm of live wallpapers.  I figure that the full blown speed of OpenGL isn't required on a live wallpaper, since running it at max FPS would just run down the battery more than it necessary, but at the same time I am worried that using Canvas would cause lags and stutters when doing things like changing home screens.</p>
  
  <p>I have been leaning towards using OpenGL ES 2.0, both to keep performance optimal and because my initial ideas for the wallpaper involve a lot of layering that I am not sure Canvas is capable of, but I'd like a more experienced developers opinion on whether or not all of the extra work involved in using OpenGL (especially in relation to live wallpapers, from what I've read) is worth it.</p>