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Lag when drawing single Texture multiple times in libGDX [closed]

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I am building a game where you are basically drawing little dots on the screen with the help of the accelerometer. I am using a single instance of an Actor where I store the coordinates that needs to be drawn inside a List instance then in the draw method I loop through them all and draw the same picture at different coordinates like that:

@Override
public void draw(Batch batch, float parentAlpha) {
    for (Custom2dCoordinate coordinate : coordinates) {
        batch.draw(
                textureRegion,
                coordinate.x,
                coordinate.y,
                getOriginX(),
                getOriginY(),
                textureRegion.getRegionWidth(),
                textureRegion.getRegionHeight(),
                getScaleX(), getScaleY(), coordinate.getRotation());

    }
}

The problem is when I have a really big number of coordinates to draw from the list the game starts to lag. I thought there would be no problem if I draw the same picture again and again. I am looking for suggestions for optimization of the drawing to eliminate the lag. A pool is not and option because I am not removing objects.


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