这导致一些背景出血当纹理绘制到后台缓冲区。
This causes some of the background to bleed through when the texture is drawn to the back buffer.
在这些情况下,ui线程锁定位图,并且向其他线程公开后台缓冲区。
In these scenarios, the UI thread locks the bitmap and exposes the back buffer to other threads.
我们提供了一种介于两者之间的后台空间,打算作为缓冲区,在保持一定距离的同时视觉上连接两种功能。
We provided a kind of backstage space in between, intended as a buffer zone, that visually connects both functions while keeping some distance in between at the same time.
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