Comments (2)
I expect this would be a big performance win for mobile GPU rendering, too, where texture switching tends to be costly.
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Are there proven situations where rendering a Tilemap tile-by-tile is prohibitively slow? To my mind the caching functionality is uneccesary bloat; more memory usage, less flexible, poor performance/difficulties optimising for large tile maps. I'm happy to be proven wrong though.
Could we get away with dropping the caching functionality altogether? If there are rare cases where where caching is necessary it would be pretty trivial to achieve this in game code.
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Related Issues (20)
- Sfx volume not changed when type's global volume is set to zero HOT 2
- onActivate/onDeactivate HOT 1
- PreRotation + Flip = Weird
- Is there a reason Input.update is called after update()? HOT 1
- Draw.text() eats up a LOT of memory. HOT 2
- Text Anti-aliasing through options HOT 2
- World's internal linked lists (as well as Entities') should be made public HOT 12
- Console.log() falls when arg is null
- When Tweens are completed, the target value should be exactly the one provided HOT 4
- FP utils functions need optimisation
- Add zoom function to FP.screen
- Entity.removeGraphic and World.removeGraphic?
- Document workaround for Text class that avoids tinted background color
- Worlds: controlling update sequence. HOT 1
- Fix Tween.tween() and autoStart HOT 5
- using 0 in Tilemap.createGrid() sets empty tiles as solid HOT 4
- We need milestones HOT 13
- recyleList() and collideLineInto()
- Behavior of 'color' and 'alpha' parameters in Draw.as functions inconsistent
- Worlds and Entities can have render() called before first update() HOT 5
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