I’ve got a situation that should be pretty familiar on these forums. I have a large GUI and several small controls, e.g. blinking LEDs, in various corners. As a result, I’ve getting paint() calls with very large clipping bounds, because the little paint rectangles are being consolidated into one paint() command.
I’ve been trying to research this on the forums. For macOS, I’ve found a mention of a “JUCE_COREGRAPHICS_RENDER_WITH_MULTIPLE_PAINT_CALLS” macro that seemingly breaks the paint command into several paint commands with small rectangles. My code is running on Windows, and I’d like to know:
Is there a similar Windows #define I can use to solve this problem in a Windows app?
Is the best way to add this feature under Extra Preprocessor Definitions in the Jucer, or is there a more elegant way to enable this feature?
This could really help improve our app’s graphics performance a lot! Particularly if there’s a Windows solution.