Kzinti wrote:Jaguard, the rectangle you specify to Update() can be used to optimize the update, but it isn't used to clip the update. Said another way, PocketHAL might update only the specified rectangle, a bigger area or even the whole screen.
So, if I get it right, I can in fact use this kind of optimization, but:
1. I should clip the render manually using display->SetClipping() - this is actually what I was planning to do.
2. On some devices the whole screen would be updated.
But tell me, what would happen if I don't draw anything outside the clipping rectangle (I.e. I did it only once, 300 frames ago), but pocketHAL would be forced to update the whole screen? Isn't it actually how this this flickering comes into place?
Let me know if this explains your problem or not. If you have genuine
Well, in fact it doesn't. I have to be sure that I won't get flickering on all current devices, and also on future ones (ok, say 99% of them).
If I'm not, I better use a "safer" way, though it is less effective - I will "prerender" the whole screen to texture and use it as a background. It should maintain fine framerate, but hardly save enough battery power.
flickering, then it might be a problem with the (newer) device. You are encouraged to use update rectangles to save on battery power and for better performances.
Actually, this h2210 which had this flickering issue, is a pretty old one.