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Create a new off-screen buffer/layer and render it on- screen for each layer of children.
For instance:
if a "window" has 2 children, and those children each a a child, we would have 1 on-screen canvas, and 3 off screen buffers, one for the window, one for the windows children, and one for the childrens children.
In this way changes will not require a full screen re-draw.
While in a web based UI dirty rectangles might be OK with overlapping canvas elements. in the native OpenGL modules this will cause performance issues, hence the purposed solution above.
The text was updated successfully, but these errors were encountered:
Create a new off-screen buffer/layer and render it on- screen for each layer of children.
For instance:
if a "window" has 2 children, and those children each a a child, we would have 1 on-screen canvas, and 3 off screen buffers, one for the window, one for the windows children, and one for the childrens children.
In this way changes will not require a full screen re-draw.
While in a web based UI dirty rectangles might be OK with overlapping canvas elements. in the native OpenGL modules this will cause performance issues, hence the purposed solution above.
The text was updated successfully, but these errors were encountered: