X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=docs%2Fcontent%2Fshared-javascript-and-cpp-documentation%2Fperformance-tips.md;h=782c05b8d0390d5a4480c308c943778670c9b348;hp=7831c7b961d682e2f4bf73723340baf7b17f5d8f;hb=d5d5ac2a3d1844b788d0d3a3299f1124a288f487;hpb=1c5674a11a51310ee689d6daf4e6b7d94dec607e 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 7831c7b..782c05b 100644 --- a/docs/content/shared-javascript-and-cpp-documentation/performance-tips.md +++ b/docs/content/shared-javascript-and-cpp-documentation/performance-tips.md @@ -20,7 +20,7 @@ // 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} @@ -28,7 +28,7 @@ Actor::SetDrawMode( DrawMode::OVERLAY ); // C++ // 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