protected override void OnDraw(Android.Graphics.Canvas canvas)
                {
                    // if our render buffers are not valid, generate them
                    if (CurrWidth != this.LayoutParameters.Width || CurrHeight != this.LayoutParameters.Height)
                    {
                        CreateTextBitmaps(this.LayoutParameters.Width, this.LayoutParameters.Height);
                        CreateResultBitmaps(this.LayoutParameters.Width, this.LayoutParameters.Height);

                        CurrWidth  = this.LayoutParameters.Width;
                        CurrHeight = this.LayoutParameters.Height;
                    }


                    // keep the spot light centered on the image
                    float xPos = (LayoutParameters.Width / 2) - ((AlphaMask.Width / 2) * MaskScale);
                    float yPos = (LayoutParameters.Height / 2) - ((AlphaMask.Height / 2) * MaskScale);

                    // update the text's transform for the mask scale.
                    // The text's transform should be the inverse of the Canvas' values
                    TextTransform.SetScale(1.0f / MaskScale, 1.0f / MaskScale);
                    TextTransform.PreTranslate(-xPos, -yPos);

                    TextPaint.Shader.SetLocalMatrix(TextTransform);

                    // clear the bitmap before re-rendering. (NOT EFFICIENT _AT_ _ALL_)
                    ResultBmp.SetPixels(new int[ResultBmp.RowBytes * ResultBmp.Height], 0, ResultBmp.RowBytes, 0, 0, ResultBmp.Width, ResultBmp.Height);

                    // save / restore the canvas settings so we don't accumulate the scale
                    ResultCanvas.Save();
                    ResultCanvas.Translate(xPos, yPos);
                    ResultCanvas.Scale(MaskScale, MaskScale);

                    // render the alpha mask'd text to our result bmp
                    ResultCanvas.DrawBitmap(AlphaMask, 0, 0, TextPaint);

                    // restore the canvas values for next time.
                    ResultCanvas.Restore();

                    // and to the actual android buffer, render our result
                    canvas.DrawBitmap(ResultBmp, 0, 0, null);
                }