Remove outdated 2D batching note

This commit is contained in:
Yordan Dolchinkov
2025-05-09 06:46:21 +03:00
committed by GitHub
parent 604d3d8dcf
commit 9b20054182

View File

@@ -46,15 +46,11 @@ of these expensive state changes.
In 2D, the costs of treating each item individually can be prohibitively high -
there can easily be thousands of them on the screen. This is why 2D *batching*
is used with OpenGL-based rendering methods. Multiple similar items are grouped
is used. Multiple similar items are grouped
together and rendered in a batch, via a single draw call, rather than making a
separate draw call for each item. In addition, this means state changes,
material and texture changes can be kept to a minimum.
Vulkan-based rendering methods do not use 2D batching yet. Since draw calls are
much cheaper with Vulkan compared to OpenGL, there is less of a need to have 2D
batching (although it can still be beneficial in some cases).
3D batching
~~~~~~~~~~~