I’ve been running some performance testing of starling vs openfl to confirm that i can get comparable amount of objects on the screen with both engines and the demo runs fine with the windows build batching correctly with multiple draw calls, but when running the master integrating just the source into the current version of OpenFL, it’s locked to a single draw call when using a sprite.
I’m using a single texture created at runtime from bitmapdata that is referenced in all generated Images and as far as i remember that should be enough to get the performance boost and batching the draw calls automatically even if the container is a Sprite, is there anything is should be trying to pay attention to? I’ve scoured the demo to try and find differences but i’m at a loss. (Though it might have been compiled with a previous version of OpenFL i will need to look into this later)
I have read about the MeshBatch but i think it’s overkill to manage for what i’m trying to do and wasn’t used for the demo either, if I’m not mistaken.
Any thoughts, i’m at a loss? Is there something i’m missing or a depreciation of functionality?