Render Modes, Stage3D and Starling = confused.com
I’ve finally got round carry out a bit of research on different Render Modes and Starling, as I think I’m going to have to port a project over to Startling hopefully get some better performance.
However, after spending some time reading various articles, I’ve found myself in a bit of a confused mess.
My understanding there are 3 renders modes:
1-CPU
2-GPU
3-DIRECT
CPU, BOTH Compositing and Rendering are handled by the CPU/software
GPU, Compositing is handled by the GPU/hardware and Rendering is still handled by CPU/software
DIRECT Compositing is handled by the CPU/software and Rendering is handled by the GPU/hardware.
However I'm slightly confused to how Stage3D fits into picture.
Is the following statement correct:
When the RenderMode is set to Direct adding Sprites into the (standard) display list doesn't necessarily take advantage of the GPU. To gain full leverage, the Sprite has to be added to the Stage3D display list. And as the Stage3D APIs are complex and low-level it is best to use a framework like Starling that uses familiar APIs. The low-level Stage3D APIs run on top of OpenGL and DirectX on desktop and OpenGL ES2
Is that statement is true, then great, but what the hell do the other render modes do then?
If the RenderMode=GPU and I use the standard display list, what actually is happening, vs if I use the Stage3D display list?
