Search found 3 matches
- Fri Feb 24, 2017 7:39 pm
- Forum: Support and Development
- Topic: Optimize image loading / displaying
- Replies: 7
- Views: 6314
Re: Optimize image loading / displaying
raidho36 ! I want to say you one thing : I löve you ! I already knew this way but not his name (thanks for the information) and I never used it. You can find in attached the new .love file with a texture atlas. Many thanks for this help ! PS : like many of my questions on english forums, it's more a...
- Fri Feb 24, 2017 2:09 pm
- Forum: Support and Development
- Topic: Optimize image loading / displaying
- Replies: 7
- Views: 6314
Re: Optimize image loading / displaying
Most of the workload here is GPU draw calls. Use spite batch to reduce number of draw calls. You can try using autobatch library with no code modification, be aware however that switching to a different sprite, switching shader, switching color etc. breaks the batch and starts a new one, and you'll...
- Fri Feb 24, 2017 7:46 am
- Forum: Support and Development
- Topic: Optimize image loading / displaying
- Replies: 7
- Views: 6314
Optimize image loading / displaying
Hi ! I recently start on LÖVE (my sweet LÖVE !) and I try to done a citybuilder with isometric tile. The display of the map is dynamic (autosize with the size of the windows). For a fullscreen on 1920x1080, I display ~2300 images (one tile : 60x30) with 60 FPS. But with dual screen (3840x1080) I fal...