perdrawcall
Perdrawcall is a term used in computer graphics and game development to refer to an operation that initiates the drawing of a single object or group of objects. Essentially, it's a command sent from the CPU to the GPU to render a specific set of polygons or sprites. Each perdrawcall typically involves setting up rendering states, binding textures, and then issuing the actual draw command. The efficiency of handling perdrawcall operations is a critical factor in achieving high frame rates in graphics-intensive applications. Many optimization techniques focus on reducing the number of perdrawcall operations by grouping similar objects together, a process often referred to as batching. By minimizing these calls, the overhead associated with communicating with the GPU can be significantly lowered, leading to improved performance. Conversely, a high number of perdrawcall operations can become a bottleneck, as the CPU spends considerable time preparing and sending these commands, leaving the GPU underutilized.