I am using OpenGL with setContinuousRepainting
turned on. I’m calling std::unique_ptr<LowLevelGraphicsContext> glRenderer
and then Graphics g (*glRenderer)
on each renderOpenGL
call, and happily drawing images using it.
Is it normal that if I’m drawing the main background once, and then use reduceClipRegion
to only draw a specific area (VU meter), then rest of the main background suffers from artifacts and flickering?
Do I have to re-draw the entire background of the component that the context is attached to on each renderOpenGL
call? Or is there a magic method I can call to properly cache the top level background? Or is supposed to just happen by itself and I’m missing something here?