## High CPU occupancy
- Try to reduce actor count ( less actors == less processing)
- Delete any actors that are not visible, or move them off stage
- Use TextureAtlases ( reduces OpenGL driver calls to glBindTexture
## High CPU occupancy
- Try to reduce actor count ( less actors == less processing)
- Delete any actors that are not visible, or move them off stage
- Use TextureAtlases ( reduces OpenGL driver calls to glBindTexture
## High GPU occupancy
- Reduce visible actor count ( == less draw calls)
- For 2D UI graphics which require no z sorting you can use
## High GPU occupancy
- Reduce visible actor count ( == less draw calls)
- For 2D UI graphics which require no z sorting you can use
- // In this mode depth testing is turned off and order is determined by the hierachy (depth-first search order).
- // Not always recommended if there is going to be a lot of overdraw ( if lots of actors are on top of each other)
+// C++
+// In this mode depth testing is turned off and order is determined by the hierarchy (depth-first search order).
+// Not always recommended if there is going to be a lot of overdraw ( if lots of actors are on top of each other)
+
+Actor::SetDrawMode( DrawMode::OVERLAY_2D ); // C++
+~~~
- actor.drawMode = dali.DRAW_MODE_OVERLAY; // JavaScript
+// JavaScript
+// In this mode depth testing is turned off and order is determined by the hierarchy (depth-first search order).
+// Not always recommended if there is going to be a lot of overdraw ( if lots of actors are on top of each other)
+
+actor.drawMode = dali.DRAW_MODE_OVERLAY_2D;
- Use Dali::NinePatchImage where possible.
- Avoid using too many textures which contain alpha and require blending
- Avoid using too many Dali::Layer with depth testing enabled. Otherwise the layer has to clear the depth buffer.
- Use Dali::NinePatchImage where possible.
- Avoid using too many textures which contain alpha and require blending
- Avoid using too many Dali::Layer with depth testing enabled. Otherwise the layer has to clear the depth buffer.