"RokuJoel" wrote:
Further:
On Roku2, the 2D API attempts to minimize round-trips to the GPU by queuing up draw calls as much as possible. The draw calls are committed when a state change would alter any draws currently in the queue. For example, changing the alpha setting would force all draw calls to be completed with the current alpha setting.
Unfortunately, another comment that suggested adding a bunch of finish calls would adversely impact performance. A finish call requires a round-trip and the point is to minimize them. .
Hope that helps.
- Joel
Will this address the issue where alpha gets pushed all the way through the bitmap, regardless of what was drawn to it prior to an alpha overlay? I'm really struggling with working around this in any realistically performant way.