Now that we know how to use textures with an alpha channel in rendering
Stage3D scenes, let’s see if we can cut the performance cost so we can use them more often. Today’s article will show some tricks to optimize your rendering loop.
Posts Tagged culling
While my three part series on draw calls in
Stage3D urged you to reduce them as low as possible, it didn’t give you much in the way of techniques for avoiding them. Sure, it had some good ideas for combining 2D sprite draws into a single draw, but how about 3D? Today’s article tackles the concept of “view frustum culling” to provide an automatic speedup to virtually any 3D app utilizing