Interactive visual
01 · core
Draw Calls
draw a thousand things in one request
Each mesh costs the CPU a draw call plus state changes. Instancing and batching turn thousands of identical objects into one call; track renderer.info.
Performance
Fewer draw calls, fewer overdrawn pixels.
draw a thousand things in one request
Each mesh costs the CPU a draw call plus state changes. Instancing and batching turn thousands of identical objects into one call; track renderer.info.
every layer on a pixel is paid for again
Overdraw is shading the same pixel more than once. Stacked transparent particles and big quads multiply fill cost; trim sprites and limit layers.
many images, one texture, one material
Pack many sprites into one texture and address each by its UV rectangle, so objects share a material and batch into few draw calls. Pad to stop bleeding.