-4. There is an exception to #2 above. In [Chapter 06: Working with Textures](../06_working_with_textures/index.md#layer-depth), we discussed the different [**SpriteSortMode**](xref:Microsoft.Xna.Framework.Graphics.SpriteSortMode) values that can be used when rendering. From this chapter, we learned that when using [**SpriteSortMode.Immediate**](xref:Microsoft.Xna.Framework.Graphics.SpriteSortMode) that when a draw call is made, it is immediately flushed to the GPU and rendered to the screen, ignoring batching. This means that if you are using [**SpriteSortMode.Immediate**](xref:Microsoft.Xna.Framework.Graphics.SpriteSortMode) then changing parameters between draw calls will apply the parameter change after it is made for the next draw call. However, as mentioned in that chapter, [**SpriteSortMode.Immediate**](xref:Microsoft.Xna.Framework.Graphics.SpriteSortMode) can cause performance issues and should only be used when absolutely necessary.
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