Well, it may be related, yes. But in my case, I have a few big bitmaps in a sprite, one below the other (I render some text into bitmaps to create a smooth scrolling text). I made a text scrolling class that reproduces the standard iOS scroll movements (with bouncing effect at the end of the scroll). Nothing really complicated. But when I go to sleep mode, and come back, then the scrolling is sometimes very jerky EVEN if I fully scroll text in both ways (which should normally reload all the bitmaps to the GPU if they were unloaded). From now on, the scroll will remain jerky until I close the app completely, even if I scroll in all directions a few times, like if AIR had lost some kind of vsync with the screen. I know AIR GPU mode doesn't really use vsync, but you'll get the idea. So I don't know if the Stats gadget keeps AIR refresh system "alive", preventing this desynchronization problem. Maybe in GPU mode, if the screen is totally idle, AIR deactivates screen refresh to save battery and that doesn't get reactivated correctly once the user gets back to the app? Some recent info in AIR 3.9 release notes is also interesting: "Stage3D based apps are not able to execute background tasks like audio playback, location updates, network upload/download etc. iOS does not allow OpenGLES/rendering calls in the background. Applications which attempt to make OpenGL calls in the background are terminated by the iOS." Since GPU mode could also probably rely on OpenGLES, the issue may occur when AIR reactivates some rendering process? Well, I'm only speculating here, as only Adobe could tell...
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