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Batching sprites loaded from same atlas to save drawcalls


vancura
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Hi,

 

Is there a way to batch sprites together to save precious drawcalls (mainly on devices) when they originate from the same sprite sheet? From what I see it seems atlases are used only as sources of bitmaps, they don't batch sprites together. Or am I wrong? Is there any other way in Phaser?

 

Sorry if I missed it somewhere in docs, examples or here on forum, but I completely failed to find any bit of the information.

Thanks!

 

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Let me show you a snippet: https://gist.github.com/vancura/7856773

 

I am testing the loop with CocoonJS and I can't achieve more than 20 FPS on iPad3 with just 100 sprites, while with particle emitters I can easily achieve 60 FPS. I thought there's no batching used in my test loop... Is there any way how to achieve a better framerate?

Thank you!

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