Yes, if the value is True, YES or 1; it’s to enable it. So I would image that false, No or 0 would disable it. However this will probably affect your menus and system controls.
In all fairness, I don’t think that this is a Xojo issue, I would say that it’s most likely an OS issue. Now technically the OS should cache that resized image and only draw the cached version on subsequent draws, however to be sure, resizing it yourself so that it’s “Pixel Perfect” reduces this concern.
I still miss GLLayers, these were off-screen bitmaps directly on the GPU, which meant they were super fast!
[quote=483187:@Jeff Tullin]Points 1 and 3 (as you know) kinda contradict each other. Right now, I do use the buffering method.
Maybe that will have to go.[/quote]
Yes, it does contradict and I apologize about that, sometimes I am horrendous at explaining things (even worse when my words don’t come out in the correct order, or even the letters of words don’t). Please allow me to try again.
- Logic code, perhaps layout code is a better explanation. Basically if you can cache draw locations, text, text widths, sizes, any of that sort of calculation, you’ll save time in the paint event. It’s hard, it’s really hard I know. But it does make a difference.
- Under the macOS, you’re burning resources and time by drawing to a large picture and then drawing that large picture (unless you’re drawing a photograph or something), otherwise try to keep it as direct as possible.
Yes they are hard, and not x-plat at all. At least with OpenGL, you stood some chance, with Metal you don’t. What makes it harder is there’s a lot of things I’ve had to figure out (poor documentation or because those that have done it already are like me and don’t have the time to write it up nicely).
With both OpenGL or Metal, it’s the opportunity to basically utilize GPU processing, gives you the potential to have improved performance, actually getting the most optimal performance, can take years, I’m still figuring out Metal, 3 years after I first started, and in some circumstance, my code STILL runs much faster in OpenGL than Metal (like WAY faster), but I don’t really have much choice going forwards.