Is drawing a quad faster than an image?
Posted: Fri Oct 02, 2015 7:21 pm
Hi there!
I am trying to draw a large isometric tilemap as effeciently as possible. I previously tried using spritebatches but discovered this impractical as I had a camera function that would change the x,y position of each quad/tile every time wasd was pressed.
So, I was wondering whether drawing large numbers of tiles using l.g.draw(texture,quad) was more effecient/faster than just using l.g.draw(image)?
Alternatively, would only running the l.g.draw() function on images that are within the confines of the users screen increase the performance? For example, instead of would
be any more effecient, or does the computer/gpu just ignore drawing images that aren't on the screen anyway?
Thanks so much for your time and any advice you may have!
I am trying to draw a large isometric tilemap as effeciently as possible. I previously tried using spritebatches but discovered this impractical as I had a camera function that would change the x,y position of each quad/tile every time wasd was pressed.
So, I was wondering whether drawing large numbers of tiles using l.g.draw(texture,quad) was more effecient/faster than just using l.g.draw(image)?
Alternatively, would only running the l.g.draw() function on images that are within the confines of the users screen increase the performance? For example, instead of
Code: Select all
for i=0,1000,1 do
love.graphics.draw(image,x,y) end
Code: Select all
for i=0,1000,1 do
if x and y are within the screen then
love.graphics.draw(image,x,y) end end
Thanks so much for your time and any advice you may have!