- * <h2 class="pg">Performance advice </h2>
- *
- *
- * <h3> Tips to reduce update times: </h3>
- * <ul>
- * <li> Keep the actor count as small as possible.
- * <ul>
- * <li> Less actors == less processing
- * <li> Try to keep invisible or un-used actors off the stage. Don't have hidden views on the stage.
- * </ul>
- * <li> Ensure constraints are kept as simple as possible
- * </ul>
- *
- * <h3> Tips to reduce render times: </h3>
- *
- * <ul>
- * <li> Keep the visible actor count as small as possible == less draw calls
- * <li> If using a fixed set of images, try pre-generating a texture-atlas.
- * <ul>
- * <li> For each image within the Atlas, use ImageActor.SetPixelArea() to use it.
- * <li> This reduces texture state changes when rendering.
- * </ul>
- * <li> Try to use 9-patch when you need to stretch an image while maintaining the border size.
- * <ul>
- * <li> See ImageActor::STYLE_NINE_PATCH
- * </ul>
- * <li> When using layers try to disable the depth test to avoid the depth buffer being cleared.
- * <li> If writing custom shaders, try to keep them as simple as possible.
- * <li> Try to keep texture sizes as small as possible.
- * </ul>