I'm working with LibGDX, and I need answers to some general optimization questions:
- If I draw a sprite that is only partially visible to the viewport/camera, does it have the same performance hit as drawing it completely visible to the viewport?
- If I draw a sprite outside the boundaries of the the active viewport, does it affect the performance same way as not drawing the sprite at all OR similar to drawing it inside the viewport? In other words: What kind of performance impact off-screen sprites have?
- When drawing a small (for example 32x32) region of a large TextureAtlas (2048x2048) on the screen, does it have a similar performance hit as drawing a small 32x32 single texture? I know that large textures affect memory usage, but do they affect real-time rendering performance when rendering only a small region?
- If I rotate a big sprite while rendering it, does it affect performance?
- If I draw a 4096x4096 texture on the screen, but scale it down so that on the screen it looks like 10x10, does it have the same performance as rendering it full sized? i.e. does the apparent size of a texture on the screen affect rendering performance?