I am sure I am just splitting another hair here, but is there a significant computational difference between looking at a class's public member vs calling one of its functions?
Basicly every class in my game has a
Then in the game I have a function Draw() where I have two options for checking to see if I should drawn an object... I wasn't sure if they were computationally equivalent so I figured I'd ask.
void Draw(SpriteBatch SB);
This turns into ALOT of iffs in my draw code and I was starting to get annoyed by it.
Second option is to put the check within the Object.Draw(SB) fuction and then in the game Draw() code only call.
So basicly which is taking more process power?
ThisObject.Active || ThisObject.Draw#SB)