// 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 ); // C++
+Actor::SetDrawMode( DrawMode::OVERLAY_2D ); // C++
~~~
~~~{.js}
// 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;
+actor.drawMode = dali.DRAW_MODE_OVERLAY_2D;
~~~
- Use TextureAtlases ( reduces state changes in the GPU)
- Use compressed textures