- Home /
Question by
ErminoBoss · Sep 09, 2013 at 01:03 PM ·
texturetilemapbatchingpreformance
how can I batching textures?
I'm creating a 2D game based on a tilemap and I have some problems with the performance. Each tile has dimensions of 16x16 then in a screen of 1900x1080 pixels are rendered large quantities of tiles. When I start the game in the statistics it says 'Draw Calls: 12000 Saved by batching: 0'. I read something about the Draw Call Batching but I can not figure out how to make it work. I draw my tile map in this way:
public List<Texture2D> ObjSprite = new List<Texture2D>();
ObjSprite.add("blabla");
...
//Draw World
for (int y = 0; y < TerrainMap.GetLength(0); y++) //Y
{
for (int x = 0; x < TerrainMap.GetLength(1); x++)//X
{
//Draw Wall
float light = 0.05F;
Graphics.DrawTexture(new Rect(x * 16, y * 16, 16, 16),WallSprite[Tindex],new Rect(0,0,16,16),8,8,8,8,new Color(light,light,light));
}
}
How Can I minimize Draw Calls?? Sorry for my bad english.
Comment
Your answer
Follow this Question
Related Questions
Recover Missing Tile Textures 1 Answer
Marking an object as static has no effect on batching. 2 Answers
Change Tile Pallette on runtime 0 Answers
How do I change the compression format of all my texture atlases? 2 Answers
Texture Atlasing 3 Answers