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.

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