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 > > _______________________________________________ > 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 _______________________________________________ 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