- 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
- 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
// 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++
// 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++
// 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;
// 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.