Hello, I am trying to minimize my drawcalls and I was under the impression that if I have loaded an image, it would not count towards the drawcall list since it’s already loaded in memory. For example:
var test = Res.enemy.toTile();
var test1 = new Bitmap(test, s2d);
test1.x = 50;
var test2 = new Bitmap(test, s2d)
test2.x = 150;
Results in two drawcalls instead of just one. Or is this how it’s intended to work? If so, how can I handle multiple instances of the same thing on-screen without it eating up more resources?