X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=docs%2Fcontent%2Fshared-javascript-and-cpp-documentation%2Fperformance-tips.md;h=7a9617f4d00df0b000db1ff19b51705b513200a2;hb=a553fa0d7b974732895ef7d4f0c629f9894d115b;hp=782c05b8d0390d5a4480c308c943778670c9b348;hpb=c519bcb8c924b177e34d77e4c9137ee647a1c57d;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/docs/content/shared-javascript-and-cpp-documentation/performance-tips.md b/docs/content/shared-javascript-and-cpp-documentation/performance-tips.md index 782c05b..7a9617f 100644 --- a/docs/content/shared-javascript-and-cpp-documentation/performance-tips.md +++ b/docs/content/shared-javascript-and-cpp-documentation/performance-tips.md @@ -8,7 +8,7 @@ - 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 @@ -17,7 +17,7 @@ ~~~{.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++ @@ -25,7 +25,7 @@ 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; @@ -36,7 +36,7 @@ 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