This is how the native OS is implemented. Both Android and iOS use a software renderer when painting off-screen. As such we don't have access to hardware acceleration when drawing there.
The GPU just isn't available for that purpose. This was especially painful for us on Android where until Android 3 the best practice was double buffering and all our code relied on that. We had to do a complete overhaul of our rendering pipeline to support their newer approach. -- You received this message because you are subscribed to the Google Groups "CodenameOne Discussions" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/codenameone-discussions/49fba999-1e5c-4c4e-999c-f263a5f43a80%40googlegroups.com.
