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=c8662aa0f98d9d15da35f4a60b069448de5da4f4;hp=e96ae4d9dabdda26113e765a283f2abf46953559;hb=5c01fbfae7ab607f68d31a8bec6bf17f7b67a652;hpb=49d19ee29f45a10b3af4250aefc66985ea6a0b17 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 e96ae4d..c8662aa 100644 --- a/docs/content/shared-javascript-and-cpp-documentation/performance-tips.md +++ b/docs/content/shared-javascript-and-cpp-documentation/performance-tips.md @@ -1,7 +1,7 @@ /** * -# Performance Tips {#performancetips} +# Performance Tips {#performancetips} ## High CPU occupancy @@ -14,14 +14,21 @@ - Reduce visible actor count ( == less draw calls) - For 2D UI graphics which require no z sorting you can use + ~~~{.cpp} - // 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) +// 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::SetDrawMode( DrawMode::OVERLAY ); // C++ +~~~ - Actor::SetDrawMode( DrawMode::OVERLAY ); // C++ -~~~~ ~~~{.js} - actor.drawMode = dali.DRAW_MODE_OVERLAY; // JavaScript +// JavaScript +// 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; ~~~ - Use TextureAtlases ( reduces state changes in the GPU) - Use compressed textures @@ -33,6 +40,7 @@ @class _Guide_Performance_Tips + */