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Hi there! First post.

I'm trying to show a 2D map inside a PopupPanel, that you call by pressing "M", you know, the usual stuff.

I can draw the map using the draw_* primitives, so drawing the map is not the problem.

But because the map can have around 90000 rectangles, it takes around half a second to draw. That could even be acceptable, but...

I know that _draw() is called once and then the draw instructions get memorized. But why is Godot trying to redraw 60 frames of a static drawing? Because of this, the GPU gets overloaded at 99,9%, unnecessarily IMO.

This behavior makes no sense because if draw_* primitives inside _draw() get memorized, they must be constant. And if they are constant, why keep redrawing them?

So, my question is: Is there a way for me to tell Godot to stop redrawing the map for every frame, or make it draw just once, and then update the display only when update() is called?

asked Jun 13 in Engine by RuiCurado (12 points)

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