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@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 ~ m...@livecode.com ~ http://www.livecode.com/
> LiveCode: Everyone can create apps
> 
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