George
George

Reputation: 30461

SKShapeNode fillColor adding 3 more draw calls

I am making a game in SpriteKit. I am creating a SKShapeNode and adding it to a SKSpriteNode (stone) already in the scene.

shapeNode               = SKShapeNode(path: self.oldPath)
shapeNode.fillColor     = wave.color
shapeNode.strokeColor   = .clear
shapeNode.position      = CGPoint(x: 0, y: -5)  // Offset for wave paths
stone.addChild(shapeNode)

Image

Here is what is strange, the total scene's draws:

Total draws When I say "not set", I mean that I commented out that line.

It appears that setting fillColor increases the draws by 3, and setting strokeColor decreases the draws by 1, although doing this does not produce the desired shape node.

What is causing the increase in draw calls, and how can I prevent/reduce this?


Edit 1:

The problem is that this is an animating wave around a stone (as if there is a stone in water, see image above). It would not increase performance by rasterising it and make it as a sprite texture, as the wave is constantly animating. This would most likely decrease performance.

I also don't want to use an Atlas to quickly change a texture, as I want this wave to look random, smooth, and natural.

Upvotes: 0

Views: 130

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