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Do draw calls matter when using CANVAS mode?


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When using WebGL mode, I know that the less spritesheets / texture atlases you use, the better the performance. In other words, the more you can pack into a single spritesheet, the less the draw calls, and thus the better the performance will be.

Is it the same case for CANVAS mode? Is it still important for me to pack my as much images as I can into a single spritesheet? Or does it not matter for CANVAS?

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