GUI faster than mounted sprites?
by BeyondtheTech · in iTorque 2D · 06/16/2009 (10:05 pm) · 0 replies
I am on my continuing quest to optimize my game.
Without ripping apart too much code to figure it out or experiment, does anyone know if using GUI buttons result in less overhead (read: speed/efficiency) than using buttons that are mounted onto a fullscreen-sized, empty sprite that the camera follows?
I realize that my on-screen buttons don't animate of require blending, so I'm set to convert them to GUI if I need to.
Also, is there a quick way of converting it to a GUI?
Lastly, I believe I've read that you can add a 'second screengraph' as to prevent mounting a bunch of objects, such that it will be independent of the first screengraph and therefore act as an alternative to a GUI.
Can anyone provide me samples on how this is done and how to utilize additional screengraphs?
Without ripping apart too much code to figure it out or experiment, does anyone know if using GUI buttons result in less overhead (read: speed/efficiency) than using buttons that are mounted onto a fullscreen-sized, empty sprite that the camera follows?
I realize that my on-screen buttons don't animate of require blending, so I'm set to convert them to GUI if I need to.
Also, is there a quick way of converting it to a GUI?
Lastly, I believe I've read that you can add a 'second screengraph' as to prevent mounting a bunch of objects, such that it will be independent of the first screengraph and therefore act as an alternative to a GUI.
Can anyone provide me samples on how this is done and how to utilize additional screengraphs?