Hi,
I want to add some more information to my post:
I mimiced the demo app behaviour and pool WICBitmaps now. When needed, I
create D2DBitmaps of it, but keep them in a cache associated with my
RenderTarget. The Cache gets cleared, when EndDraw() returns
D2DERR_RECREATE_TARGET or the RenderTarget gets destroyed by any reason.
So, questions:
-Is this the most suitable way for an implementation?
-What will be the typical limit for such an implementation (in terms of
memory used by the D2D-Bitmaps)?
should have read "tied".
I have an additional question:
-Will there be a massive performance hit when I do not cache SolidColorBrush
objects?
Thanks again,
doc