I have thought of that many times, but in the end you always need to channel the graphics to the Window, and once on the Window its just QuickDraw, if you write to your own context first and then to the Window's QuickDraw port then you are triple buffering since OS X already double buffers for you.

The problem here is that when they added Quartz then it should have been so that Quartz was primary and QuickDraw the exception in the mechanishm but it is the other way around. As for why REALbasic has to have the only Graphics system in the world that does not support at least ClipRect, that I will never understand, since the technology under the REALbasic's Graphics supports it on all platforms, GDK, GDI, GDI+, QuickDraw, Quartz, they all have it.


On Jan 31, 2007, at 9:23 PM, Alexander Cohen wrote:

makes me think that someone should write a new class that works like the graphics class but does it correctly.

AC

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