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This repository was archived by the owner on May 28, 2025. It is now read-only.
RenderTarget Begin/EndDraw() is called for each rendering block (glpyh runs), which will cause performance issues because EndDraw() is expensive. We should batch these calls and known points.
We have a few inefficiencies:
RenderTarget Begin/EndDraw() is called for each rendering block (glpyh runs), which will cause performance issues because EndDraw() is expensive. We should batch these calls and known points.
Creating of numerous dwrite factory instances.
Static initializations.