That's not very efficient.
Try changing the order of commands or use a debugger to see why the second redraw is made.This is what I do. Could you suggest an alternative way, without this effect?
Avoid complex shapes. Use levelOfDetail.Any (performance-wise) preferred way to draw filled surfaces?
Do you mean you pass the same rectangle to the three items? I don't think this is a correct approach. And using custom items you might obtain better speed - use level of detail and modifies shapes and parameters like antialiasing.
Take a closer look at the "dragdroprobot" example - see how the robot is drawn.Another observation is that I used exactly the same placement calculations as for the "flat" version, and I expected that it all should turn out a mess since the child item should use the origin of its parent, not the global chip origin. Yet it worked the first time, which tell me I don't really understand how this works.
No, you are right.
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