Hi Guys,
Gideros is nice and fast and we don't really have any performance issues, but my understanding from using other engines is that drawing the background counts as a draw call and the number of layers you draw will effect performance if you have too many layers.
The docs state that the default background colour is white, so I'm assuming that a draw call is made to draw a white layer even when you use your own backgrounds and you don't set a colour, which is pretty much a waste.
Is it possible to set the background to nil and save a draw or turn it off somehow, or could this be implemented? We noticed a big difference when we were developing HTML5 games. It might help with performance on low spec devices and will probably make a noticeable difference with HTML5.
Thanks
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Likes: NatWobble
https://deluxepixel.com
I was hoping to do some effects where I slight-sine-spin and decay the stage itself to make some nice 'Jeff Minter' style psychedelic effects.
They worked on Windows, but Android is always optimising the video memory including how/where the eventual frame buffer is tat the user sees (because of its layering system).
But like I said, if you cover the 'empty' space with something you will not have a problem.
https://deluxepixel.com
http://docs.giderosmobile.com/reference/gideros/Stage/setClearColorBuffer#Stage:setClearColorBuffer
Likes: SinisterSoft, totebo, NatWobble
https://deluxepixel.com
https://deluxepixel.com
Otherwise the initial clear call is the fastest way to clear the screen memory.
https://deluxepixel.com