Thank you Jacque, You've been helpful, as always. I understand that there's no need to mess around with the compositor properties. Leaving the defaults as is and using the acceleratedRendering is enough. But the tricky part is I should use it only when I need it. Well, that's a good advice.
I'll read the old posts about the acceleratedRendering further. Thank you very much. Regards, ~ Ender Nafi ~ · Keehuna Studio ~ · Sorcerers of Design On Tuesday, February 19, 2013 at 11:37 PM, J. Landman Gay wrote: > On 2/19/13 2:36 PM, Ender Nafi Elekçioğlu wrote: > > > Asking in the forums is easy, > > however asking a question in the mail-list is a bit intimidating, I must > > confess. > > > > > We're mostly the same people, only there are a few more on this list. > Don't worry, we're mostly friendly. Ask us anything. That's what we're > here for. > > > -> Does the order of these commands make a difference? > > Setting the acceleratedRendering first or last; > > or setting the compositorTileSize before the compositorCacheLimit, etc. > > > > > The usual place to do the settings is on preOpenCard, so I don't think > the order matters. Nothing happens until an object moves, and they won't > move before the card is drawn. The only exception is the > acceleratedRendering property itself. Turn it on before things are about > to move, and turn it off when the move is finished. Leaving it on when > no objects are moving can slow performance. > > > > > -> What's the best way to determine the values of these properties? > > Good question, and I used to have a message from RR about that but I > can't find it now. There was a sort of formula, but it was generic and > not always reliable because devices vary so much. Eventually RR just > provided defaults and I always use those, because calculating an exact > setting isn't reliable anyway. I've found the defaults work pretty well. > > > > > -> In which scenarios do these commands create a performance boost? > > For example, in a game which consists hundreds of buttons and > > thousands of sprite png's or ? > > > > > You need acceleratedRendering when objects move quickly and often. The > game example is a good case for it. You'll have to use some judgement. > If things on a card are constantly moving then turning it on on > preOpenCard and turning it off on closeCard is fine. If the only thing > that moves is a scrolling group or field, then turn it on when the user > starts to scroll and turn it off when they're done. > > There is a lot of info in the list archives, which you can see on either > Nabble or Gmane. This link is a start: > <http://runtime-revolution.278305.n4.nabble.com/acceleratedRendering-is-my-friend-td4651360.html> > > Also, if you search Nabble for "acceleratedRendering" you'll get more hits. > > -- > Jacqueline Landman Gay | jac...@hyperactivesw.com > (mailto:jac...@hyperactivesw.com) > HyperActive Software | http://www.hyperactivesw.com > > > _______________________________________________ > use-livecode mailing list > use-livecode@lists.runrev.com (mailto:use-livecode@lists.runrev.com) > Please visit this url to subscribe, unsubscribe and manage your subscription > preferences: > http://lists.runrev.com/mailman/listinfo/use-livecode > > _______________________________________________ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode