Resizing the canvas will call "renderTexture.create(newSize)", while "clear", "draw" and "display" are just forwarded to the renderTexture.
The only thing that could be different with using SFML directly is that in order to render the canvas contents to the screen I just access "renderTexture.getTexture()" and render that texture. So maybe that texture is still flipped on Android (i.e. when using OpenGL ES instead of when using desktop OpenGL). I'll try to check that later.
Performance-wise, the slowdown is probably me copying the sf::Texture (that I get with the "renderTexture.getTexture()" call), in the display() function, to a different location so that it works together with the other rendering code.
The only thing that could be different with using SFML directly is that in order to render the canvas contents to the screen I just access "renderTexture.getTexture()" and render that texture. So maybe that texture is still flipped on Android (i.e. when using OpenGL ES instead of when using desktop OpenGL). I'll try to check that later.
Performance-wise, the slowdown is probably me copying the sf::Texture (that I get with the "renderTexture.getTexture()" call), in the display() function, to a different location so that it works together with the other rendering code.