4 # Performance Tips {#performancetips}
8 - Try to reduce actor count ( less actors == less processing)
9 - Delete any actors that are not visible, or move them off stage
10 - Use TextureAtlases ( reduces OpenGL driver calls to glBindTexture
11 - Optimize / reduce any constraints used
15 - Reduce visible actor count ( == less draw calls)
16 - For 2D UI graphics which require no z sorting you can use
20 // In this mode depth testing is turned off and order is determined by the hierarchy (depth-first search order).
21 // Not always recommended if there is going to be a lot of overdraw ( if lots of actors are on top of each other)
23 Actor::SetDrawMode( DrawMode::OVERLAY_2D ); // C++
28 // In this mode depth testing is turned off and order is determined by the hierarchy (depth-first search order).
29 // Not always recommended if there is going to be a lot of overdraw ( if lots of actors are on top of each other)
31 actor.drawMode = dali.DRAW_MODE_OVERLAY_2D;
33 - Use TextureAtlases ( reduces state changes in the GPU)
34 - Use compressed textures
35 - Use lower quality textures, e.g. smaller, lower number of bits per pixel
36 - Use Dali::NinePatchImage where possible.
37 - Avoid using too many textures which contain alpha and require blending
38 - Avoid using too many Dali::Layer with depth testing enabled. Otherwise the layer has to clear the depth buffer.
39 - Optimize any shaders used. Pixel shaders should be kept as lean as possible.
42 @class _Guide_Performance_Tips