# Is tinting without increasing the number of draw calls possible?

**URL:** <https://forum.defold.com/t/is-tinting-without-increasing-the-number-of-draw-calls-possible/75911>\
**Category:** Questions\
**Created:** [February 5, 2024, 9:35am UTC](https://forum.defold.com/t/is-tinting-without-increasing-the-number-of-draw-calls-possible/75911 "2024-02-05T09:35:59Z")\
**Posts on this page:** 1\
**Showing post:** 8

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**Author:** ![playmedusa](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/playmedusa/32/33755_2.png) [@playmedusa](https://forum.defold.com/u/playmedusa)\
**Post date:** [February 6, 2024, 9:45am UTC](https://forum.defold.com/t/is-tinting-without-increasing-the-number-of-draw-calls-possible/75911/8 "2024-02-06T09:45:14Z")

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Isn’t it quite convoluted for such a relatively simple thing? Fist, painting a texture might take time unless there’s a way of setting all pixels at the same time (certainly not looping through all of them). But then the UV mapping complicates it all, because as stated [in this post](https://forum.defold.com/t/normalizing-var-texcoord0-in-a-sprite-fragment-shader/75877/14), if the sprite is part of an atlas you can’t get it’s UV easily.

It might also by that I didn’t understand the custom vertex attribute part 😇

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