SpriteBatch optimalizálás

Tesztelésre
> Every little change in these classes can have a huge impact on the performance of a 2D game.

I agree...  but we need to focus on the big issues first.

In SpriteBatch one of the biggest impacts we have on performance is how the VB/IB is filled and submitted for drawing.  Currently we use a dynamic index buffer data passed into the DrawUserXXX call, but the index data never ever changes for any SpriteBatch call.

Ideally we would pair a dynamic VB with a static IB so we eliminate the duplicate IB memory copy to the GPU on every draw call.  The problem is that DynamicVertexBuffer performs worse than DrawUserXXX on GL platforms.

If we focus our efforts on this issue... we will see a big improvement to SpriteBatch across all platforms.