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Performance-wise, is it Necessary to Stop Drawing Textures That Aren't On Screen Anymore?


Performance-wise, is it Necessary to Stop Drawing Textures That Aren't On Screen Anymore?

By : user2955944
Date : November 22 2020, 10:48 AM
I wish this help you Depends. Ultimately spent time comes down to 3 things: sending data to the GPU, vertex shading, and pixel shading.
If the texture is located on a spritesheet that has other textures that are being drawn on screen and the offscreen draw call is within the same .Begin() .End() block as those others, it won't hurt performance since it takes just as long to send data and set the GPU up for the spritesheet. The 4 off-screen vertices will run through the vertex shader but that is not a bottle neck. The graphic pipeline culls offscreen objects between the vertex shader and pixel shader so it won't spend any time in the pixel shader
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How do I stop the screen from flickering when drawing?

How do I stop the screen from flickering when drawing?


By : Nikhl C
Date : March 29 2020, 07:55 AM
hop of those help? Here's my code: ,
The screen is flickering frequently.
iOS : need inputs in developing efficient ( performance wise ) drawing app

iOS : need inputs in developing efficient ( performance wise ) drawing app


By : Jieming Wei
Date : March 29 2020, 07:55 AM
around this issue Using a UIImage is more efficient for rendering multiple objects. But Using a CALayer is more efficient when moving and modifying a single object because you don't have to modify the other objects. So I think the best approach is to use a UIImage for general drawing and a CALayer for the shape that is being modified. In other words:
use a CALayer to draw the shape being added or modified, but don't draw it on the UIImage use a UIImage to draw the other shapes
Android Canvas Off Screen Drawing Performance

Android Canvas Off Screen Drawing Performance


By : Rayyyz
Date : March 29 2020, 07:55 AM
will help you From a not-entirely-scientific test I did drawing Bitmaps tiled across a greater area than the screen, I found that checking beforehand if the Bitmap was onscreen doesn't seem to make a considerable different.
In one test I set a Rect to the screen size and set another Rect to the position of the Bitmap and checked Rect.intersects() before drawing. In the other test I just drew the Bitmap. After 300-ish draws there wasn't a visible trend - some went one way, others went another. I tried the 300-draw test every frame, and the variation from frame to frame was much greater than difference between checked and unchecked drawing.
WebGL batch drawing textures. Which has better performance and why?

WebGL batch drawing textures. Which has better performance and why?


By : calves07
Date : March 29 2020, 07:55 AM
I hope this helps . If statements in shaders are generally slow, because on normal GPU hardware shaders are executed as SIMD, i.e. many fragments are processed in parallel, instruction per instruction. Simplified speaking, in case of an if all threads process the then part whereby only threads with a positive if-condition really execute and store the result while the other threads are waiting (or even do the calculation but not store the result). Afterwards all threads do the else part and all threads with positive condition are waiting.
So in your solution #2 the fragment shader on many cards would execute all 32 parts and not just one as in solution #1 (On some cards it is said that they stop executing an if branch if there is no thread following that part any more, so it may be less than 32).
OpenGL ES - Drawing one big or multiple small textures. What is better for performance

OpenGL ES - Drawing one big or multiple small textures. What is better for performance


By : Nageshwar Reddy
Date : March 29 2020, 07:55 AM
With these it helps You can pretty much always assume that batching up work is good. If you can do the same thing in fewer draw calls, then do it. If you can make fewer state changes (texture/VBO swaps) then do it.
To answer your questions, render one big texture, render one big mesh.
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