acceleratedRendering scope

jonathandlynch at gmail.com jonathandlynch at gmail.com
Mon Aug 21 13:13:36 EDT 2017


It is on iOS. Turning it on and off as needed has worked perfectly, so it is no problem. Thanks for explaining!

Sent from my iPhone

> On Aug 21, 2017, at 12:54 PM, Mark Waddingham via use-livecode <use-livecode at lists.runrev.com> wrote:
> 
>> On 2017-08-21 18:51, Jonathan Lynch via use-livecode wrote:
>> Hi Bob- I can report that accelerated rendering "steals" resources
>> from the browser widget. I have to turn it off when displaying a 3D
>> map in the browser widget, then turn it back on for scrolling groups.
>> Otherwise, the map renders in a very clunky way, with large sections
>> very distorted.
> 
> Is this on iOS or Android or both?
> 
> I'm not sure that's to do with any resource stealing - it's more to do with the fact that the mobile OSes don't like mixing OpenGL based views with non-OpenGL based views generally. You can limit the amount of texture RAM accelRendering uses by setting the compositorCacheLimit (I think that's the right property) which is the maximum number of bytes the engine will use for the cache of tiles at any one time.
> 
> On iOS, in particular, putting a normal UIKit view (which the browser widget is) on top of an OpenGL view (which accel render mode uses) tends to make the OS not that happy. Of course, this might entirely depend on device too!
> 
> Warmest Regards,
> 
> Mark.
> 
> -- 
> Mark Waddingham ~ mark at livecode.com ~ http://www.livecode.com/
> LiveCode: Everyone can create apps
> 
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