Hello,
Please note, this is on iOS 7, in the runtime, on an iPad 3 and iPod touch 5, and being built from Xcode 5. I have the following code:
pushMatrix()
translate(WIDTH/2,HEIGHT/2)
self.bgGradient:draw()
popMatrix()
-- Start comment here
-- Darkness
pushStyle()
noStroke()
fill(50,225*self.weather.storminess)
rect(0,0,WIDTH,HEIGHT)
popStyle()
The first part of the code is where I draw a fullscreen mesh with 6 points (see my gradient creator from earlier). When I run it without the second part, the app runs 60 FPS no matter what. When I include the second part of the code, the app runs somewhere between 25 and 35 FPS on the start screen. I guess this is related to the strange results on this thread:
http://twolivesleft.com/Codea/Talk/discussion/3518/what-slow-codea-down-more-images-or-shapes#Item_5
Maybe this means that Codea should use meshes for shapes with gradient fills and polygon shapes
Thanks!
UPDATE: Tried using “noSmooth” and the app now runs at 50 FPS. That’s still 10 FPS, which are very valuable to old devices. @Simeon - Could you look into this a bit more? Thanks!