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This actually allows performing rendering in passes and does not require a
width * height * 4
bytes buffer anymore.On limited memory MCU, this will allow rendering a large animation by trading off memory for CPU consumption instead.
Typically instead of this rendering loop:
This allows this kind of loop:
The overhead is higher than a single rendering (mainly, clearing the buffer and computing the clip path n times) but allow to have a lot smaller buffers so it's very useful for limited/embedded system with almost no RAM like ESP32 or STM32.