I need a -or more- runrev guru(s).
I'm fiddling around with the below properties for a while now:
compositorCacheLimit, compositorTileSize, compositorType.
But I couldn't see any performance benefits.
Here is a sample code:
Code: Select all
on preOpenStack
if the environment is "mobile" then
iphoneUseDeviceResolution true, true
start using stack "animationEngine"
start using stack "kafes"
set the compositorCacheLimit of this stack to 4 * 9 * (4 * (item 1 of the screenLoc) * (item 2 of the screenLoc))
-- 9 is the number of controls of this single-card stack.
set the compositorTileSize of this stack to 128
switch the platform
case "iphone"
set the compositorType of this stack to "opengl"
break
case "android"
set the compositorType of this stack to "software"
break
end switch
set the acceleratedRendering of this stack to true
end if
end preOpenStack
A couple of questions:
* Does the order of these commands make a difference?
Setting the acceleratedRendering first or last;
or setting the compositorTileSize before the compositorCacheLimit, etc.
* What's the best way to determine the values of these properties?
* 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 ...
Any hints and info much appreciated.
Best,
~ Ender Nafi