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=7a9617f4d00df0b000db1ff19b51705b513200a2;hp=7831c7b961d682e2f4bf73723340baf7b17f5d8f;hb=30d4771a0e8439a976ca95647e655b7fa5796462;hpb=9f9bd6287b64fab61422e8b4a0d61a379c47176c 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..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 @@ -17,18 +17,18 @@ ~~~{.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 ); // C++ +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; +actor.drawMode = dali.DRAW_MODE_OVERLAY_2D; ~~~ - Use TextureAtlases ( reduces state changes in the GPU) - Use compressed textures @@ -36,7 +36,7 @@ actor.drawMode = dali.DRAW_MODE_OVERLAY; - 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