- Build a large dynamic vertex buffer sized for N sprites.
- Each frame, fill the buffer with transformed quad vertices for visible sprites.
- Bind atlas texture once, set shader, and issue a single draw with index count = N * 6.
This reduces thousands of small draw calls to one or a few large ones, drastically cutting CPU overhead.
11. Final notes
Performance optimization in ClanLib projects is an iterative cycle: measure, change, and re-measure. Focus on reducing draw calls, avoiding GPU stalls, managing resources efficiently, and using multithreading wisely. Small, targeted changes informed by profiling typically yield the best returns.
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