I'm drawing multiple sprites that have a custom pixelbender Shader applied using the BitmapData.draw method. When providing a clipRect to limit the region on the renderTarget the visual result is as expected. However, the time the rendering takes does stay the same regardless of the size of the clipping rectangle. Even if the clipRect has an area of only one Pixel it still takes as long to render as if I'd provide no clipRect at all...
Is this a bug? Is there a work around e.g a way to update only a region in a target buffer that is faster then rendering the complete buffer?
This is really a flash internals question. I'll ping the team and see if I can get an answer.
Thanks a lot! While I managed to implement a workaround I'd still be very curious to hear what the team is saying regarding this issue.