By the way this grid is a perfect example
Of observing the texturemanagers lru
Caching. Textures initially pop in nicely
But with repeated scrolling they literally
Melt in at fast speeds although there is
No difference in the number released and
The number requested at any given time
FYI - DrawScaledObject is generally going to be faster than using roTextureManager to scale images as the hardware does the scaling, where roTextureManager implements scaling in software.
Although the 2xd and stick have an occasional flicker at the bottom of the screen, suspect it has something to do with refresh rates. It does not happen often and is not really an issue for me. Maybe you can shed some light on this.