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.