I tried creating a custom clusterer (derived from GraphicsClusterer) to do the same as the FlareClusterer but without the flare effect. I then noticed that when I change the geometry of Graphics (realtime update from server where the Graphic geometry changes). Whenever this happens, all the Graphic objects on the screen flickers. The FlareClusterer gives the same effect. When removing any clusterer from the layer the rendering is smooth.
I can't use clustering if it causes this kind of flickering. Is this the way clusterers works, or is there some inefficiencies in the clusterer that causes this? There are less than 15 graphics in all the layers being displayed, so this should not really cause poor performance.
It appears as if the whole layer is cleared when clustering is reapplied after a change of geometry, and then redrawn, instead of only the features that have been affected by the change. I would think that would leave an even better performance perception. And/or when clustering is enabled, draw to a backbuffer in an ascync call, and then replace the entire content of the layer.
Clustering as it is does not not perform well in a dynamic context. Are there any workarounds for this, or plans for improving this feature?
I use the latest release (2.1).