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You are going to have background rendered either way. OpenGL redraws the whole frame each time. So what does it matter for performance where are you drawing it from? :) It does not matter, unless you are doing some heavy computations to generate the background on CPU. What you probably do is just updating the background location each frame (position, ...


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I'm don't have any sources confirming it, but as far as I've tested till now, that approach provides better performance compared to using a texture of that size. I suspect the reason for getting better performance is the fact that with smaller texture there is less memory loopups gpu needs in order to render the texture, while it's still doing all the ...


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Cocos2d-x can draw in immediate mode, it's way easier to be done in 2.x but it's possible in 3.x as well. basically you have two ways of doing that: The easiest route is to create your own class inherited from CCNode (or Node if you are using v3.x) and override it's void draw()(or for v3.x void draw(Renderer *renderer, const Mat4& transform, uint32_t ...


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Transformation In Batching When the geometry your batching is simple enough - such as with sprites where only 4 vertices are used - you usually translate to a shared coordinate system before putting the vertices in a batch. Often this is camera space or screen space. The simplicity of the geometry means that doing this operation CPU side is still a ...



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