Hi guys,
We are using Spine for animating characters with the AS3/Starling runtime. Everything is fine on iOS but since AIR is just a wrapped VM on Android, performance sucks and we are trying to improve it.
We have noted a lot of draw calls when rendering and are trying to reduce them but we are encountering some very weird issues:
- An "empty" skeleton (just a plain png dropped in Spine, then export) has 5 draw calls. It's a unique texture, no animation, no mesh.. so shouldn't it be 1 DRW?
- Adding an animation in spine (empty timeline, just pressing add, entering the name of the animation and exporting) adds a draw call. More complex animations should add DRW when running, but not just having empty animations in the file.
With a base of 5 DRW and each skeleton having 7 animations, we are at about 12 DRW per skeleton.. x10-15 skeletons on screen, plus the fact we are using meshes etc. performance is ridiculously low on Android 🙁
I included a test project. Are we doing something wrong? How can we fix/improve this?
Thanks for your help