Not sure if that fits, but I’d looove to hear/read about openFL GPU rendering.
I’m coming from as3/Starling land, never used regular display list much, so I’m used to be careful with draw calls and textures. I read that openFL uses GPU rendering when possible, but how does it work ?
Is it smart/optimized, able to share textures between objects, to minimize draw calls ? Does it create texture atlases internally or something ? Are there guidelines/tips to follow to help with performance ? When to use regular openFL and when better use Starling ?
Also : text. One thing that bothered me with Starling and Feathers (UI lib) is that text needs to be rendered to a texture (except for bitmap text of course, but it’s not efficient for relatively long texts), which is pretty slow in flash and costy draw call - wise. How does GPU accelerated text work in openFL (if it is GPU-accelerated at all ?) ?
Another thing I’d like to hear/read about is the new “Packed Asset Library Support”, although I will probably look into it when I get some time : does it work for non-embedded assets ? If yes what’s the proper way to load them ? Assets.loadLibrary (and .unloadLibrary to clear it then ?) ? Any drawbacks ? What are the packed assets IDs like ?