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@@ -46,15 +46,11 @@ of these expensive state changes.
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In 2D, the costs of treating each item individually can be prohibitively high -
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there can easily be thousands of them on the screen. This is why 2D *batching*
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-is used with OpenGL-based rendering methods. Multiple similar items are grouped
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+is used. Multiple similar items are grouped
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together and rendered in a batch, via a single draw call, rather than making a
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separate draw call for each item. In addition, this means state changes,
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material and texture changes can be kept to a minimum.
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-Vulkan-based rendering methods do not use 2D batching yet. Since draw calls are
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-much cheaper with Vulkan compared to OpenGL, there is less of a need to have 2D
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-batching (although it can still be beneficial in some cases).
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-
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3D batching
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~~~~~~~~~~~
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