- 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
- - Optimise / reduce any constraints used
+ - Optimize / reduce any constraints used
## High GPU occupancy
~~~{.cpp}
// C++
-// In this mode depth testing is turned off and order is determined by the hierachy (depth-first search order).
+// 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++
~~~{.js}
// JavaScript
-// In this mode depth testing is turned off and order is determined by the hierachy (depth-first search order).
+// 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.
- - Optimise any shaders used. Pixel shaders should be kept as lean as possible.
+ - Optimize any shaders used. Pixel shaders should be kept as lean as possible.
@class _Guide_Performance_Tips