anchor.diff:  
   *Side-effects*
   
  -*  Using GeometryBatchFactory merges individual Geometries into a single mesh. Thereby it becomes hard to apply specific Materials or to remove a single Geometry. Therefore it should be used for static Geometry only that does not require frequent changes or individual materials/texturing. 
  -*  Using a <<jme3/advanced/texture_atlas#,Texture Atlas>> provides limited individual texturing of batched geometries.
  +*  Using GeometryBatchFactory merges individual Geometries into a single mesh. Thereby it becomes hard to apply specific Materials or to remove a single Geometry. Therefore it should be used for static Geometry only that does not require frequent changes or individual materials/texturing.
  +*  Using a xref:ROOT:jme3/advanced/texture_atlas.adoc[Texture Atlas] provides limited individual texturing of batched geometries.
   *  Using the still experimental BatchNode allows batching Geometry while keeping the single Geometry objects movable separately (similar to animation, the buffer gets updated per Geometry position).
   
   
  
positive.code: = Optimization reference
  :author: 
  :revnumber: 
  :revdate: 2016/03/17 20:48
  :keywords: performance
  :relfileprefix: ../../
  :imagesdir: ../..
  ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  This page is intended as a reference collection of optimization tricks that can be used to speed up JME3 applications.
  
negative.code: 
  For example, `Textures (M)` tells you how many textures are currently in OpenGL memory.
  
  Generally jME3 is well optimized and optimizes these things correctly. Read xref:ROOT:jme3/advanced/statsview.adoc[statsview] to learn the details about how to interpret the statistics, how to tell whether your values are off, or whether they point out a problem.
  