-/**
- *
+<!--
+/**-->
-# Performance Tips {#performancetips}
+# Performance Tips {#performancetips}
## High CPU occupancy
- Reduce visible actor count ( == less draw calls)
- For 2D UI graphics which require no z sorting you can use
+
~~~{.cpp}
- // 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 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)
+
+Actor::SetDrawMode( DrawMode::OVERLAY_2D ); // C++
+~~~
- Actor::SetDrawMode( DrawMode::OVERLAY ); // C++
-~~~~
~~~{.js}
- actor.drawMode = dali.DRAW_MODE_OVERLAY; // JavaScript
+// JavaScript
+// 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)
+
+actor.drawMode = dali.DRAW_MODE_OVERLAY_2D;
~~~
- Use TextureAtlases ( reduces state changes in the GPU)
- Use compressed textures
@class _Guide_Performance_Tips
+
*/