For the record, no such lengthy caching is done. Ovals are either rendered using a single oval shader or on some platforms (i.e. embedded) using a combination of that shader or an "oval farm" that is populated nearly instantly on startup (a single texture upload)...


On 5/12/14 9:58 AM, Steve Hannah wrote:
My guess is that the first time this runs, it is rasterizing the ovals and
caching them as textures on the GPU - then subsequent runs are just using
the pre-cached textures.  If this is the case, I'm not sure there is a
simple solution for speeding up the first run.

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