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Support / Re: tk2dSpriteAnimator heap memory allocation per frame
« on: January 07, 2015, 09:37:43 am »
I would like to ask one follow up question - we still got the heap allocations when all our sprites are diced! And it turns out when the sprites of one animation are all diced, each sprite may have different vertex size, so the UpdateGeometry will be called frequently when animation is being played. So how we can enable dicing but meanwhile also keep the same vertex size? (we love dicing feature since it helped us save a lot of space on the atlas)
If vertex mismatch cannot be avoided with dicing...is it a good idea to implement a simple re-usable vertex array pool to avoid the allocations?
If vertex mismatch cannot be avoided with dicing...is it a good idea to implement a simple re-usable vertex array pool to avoid the allocations?