Last week I learned about drawing smaller parts of a bigger sprite I had, to be able to both render and process the bitmapData at the same time.
I managed to find the perfect chunk size to use and everything was load super fast!
This morning, I was going to implement it to my bigger project and I noticed the drawing was not even CLOSE as fast as it was in my example I made earlier.
The *source:IBitmapDrawable *was from a Sprite that was about 2000x2000, and contained a small amount of vectorized data.
But in my bigger project, the sprite is normally 130000 x 130000 and contains extremely much vectorized data.
So instead of 1-2ms to draw each chunk, it now takes about 70-72ms to draw each chunk.
The ONLY difference from these 2 projects is the source I’m drawing from.
How can I speed up the drawing, even though my source of drawing from is gigantic?
Very thankful for help!