-/**
- *
+<!--
+/**-->
-# Performance Tips {#performancetips}
+# Performance Tips {#performancetips}
## 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
- - Optimise / reduce any constraints used
+ - Optimize / reduce any constraints used
## High GPU 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 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::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 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 TextureAtlases ( reduces state changes in the GPU)
- Use compressed textures
- 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
+
*/