I currently have an indicator that creates a DxBrush outside OnRender and disposes of it at in the OnRenderTargetChanged method, as per the example provide in this forum.
However, within OnRender I modify the brush's Opacity within a loop. So it's one brush that may be used with 1000 different Opacity values. Would these modifications have a performance or memory penalty? If so, what would be a better way to do this?
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