Documentation on Accelerated Rendering

Mike Kerner MikeKerner at roadrunner.com
Thu May 4 15:06:10 EDT 2017


I think I want to have Mark's baby.

On Wed, May 3, 2017 at 2:38 PM, J. Landman Gay via use-livecode <
use-livecode at lists.runrev.com> wrote:

> On 5/3/17 6:00 AM, Mark Waddingham via use-livecode wrote:
>
>> On 2017-04-30 23:52, J. Landman Gay via use-livecode wrote:
>>
>>> I have been wanting to know that for years. I have the general idea
>>> but I want to know exactly what each command or property does. How
>>> does layerMode interact with rendering and when should I set it? (I
>>> used it incorrectly and submitted a spurious bug report, but I'm still
>>> not clear on why I was wrong.)
>>>
>>
>> This is perhaps something we should have more clearly documented at the
>> time
>>
>
> Thanks very much for the detailed explanation. It clarifies a lot for me,
> I really appreciate the time you took to write that up.
>
> It sounds like there will be delays in the case of objects that are
> created on the fly and assigned a dynamic layermode. I'm thinking of
> Swami's puzzle where new snapshots are created every time a new puzzle is
> made. These are dragged around the card by the user.
>
> I assume the buffers are destroyed when an object is deleted. When a new
> puzzle is started, the game deletes all the old snapshots, then creates new
> ones and assigns the layermode. Is there an ideal way to handle this? On
> iOS it's fine, on Android there is significant delay while the puzzle is
> built.
>
> Would changing the default compositor help? Or are we just at the mercy of
> the graphics card?
>
> I had originally used fields instead of snapshots thinking that would be
> faster, but since both are buffered as bitmaps in either case, I guess it
> doesn't matter.
>
> --
> Jacqueline Landman Gay         |     jacque at hyperactivesw.com
> HyperActive Software           |     http://www.hyperactivesw.com
>
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