@singmajesty thanks! I’ll check out that branch and see if it works for me. Those ObjectPools should be great for limiting GC!
I also ran across this thread of yours, and was planning to try drawing to a hardware-only BitmapData with draw(), or if that didn’t work, poke a bit deeper and try force rendering to a texture:
That said, if cacheAsBitmap is fast and renders with hardware, that’ll be really awesome and open up the door for a lot of cool things. What still needs to happen on that branch? I saw this issue, but it’s light on details: