Can you tell if this is a hardware OpenGL target, or if you are running in Canvas or Cairo? Are you setting the scrollRect to the size of the stage, smaller or larger?
now i use the width and height of the window 870w / 512h
for the sprite cam and pass this to the scrollRec but still have the same problem, drop frame rate and strange drawining: Video
I’d like to know what calls you make in a single Graphics object. Are they lines, or all drawRect or lineTo?
drawQuads would perform better, but it would be good to know what APIs you are using now, I’d love a reproduction case on the seams and it would help us know what APIs to try and prioritize when we add HW acceleration to more APIs
The old, old version of OpenFL was hardware accelerated when using drawRect, it ran faster but there were many cases where it was not accurate. We rewrote the renderer, and went for a canvas/cairo software render for vector shapes. The good news is that this is much more accurate for complex graphics, the downside is that a simple drawRect is no longer hardware accelerated, or wasn’t before OpenFL 8.
OpenFL 8 added hardware accelerated support for drawQuads, which will batch multiple rectangles into one draw call, similar to drawTriangles (which is hardware accelerated again, too). drawRect and beginFill (only) are hardware accelerated again, and we have a TODO to add other drawRect fills as well as other kinds of geometry.
It may be worth giving OpenFL 8 a try, I understand there are audio improvements you need that are not in OpenFL 8, but you could give the rendering a try and see how the performance compares, and we figure out the SAMPLE_DATA feature?