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In order to improve batching of similar meshes, a step by step approach seems interesting:
Create a Batcher prefab that auto batches its children (recursively) checking for eventual shader/material to ensure they can still apply - and skipping single instance meshes ?
Have Meshspray inherit this prefab
Create MeshLibrary that from a children list of meshes will generate a single hmd and texture data with different materials (one per mesh)
Allows to set a MeshLibrary generated hmd to Batcher in order to use single draw call instancing for all sub meshes. Deal with material props.
Allows to turn Batcher in Dynamic mode, which would capture children emit() calls recursively then either let them pass (shader applied) or emit instances dynamically (with cache).
The text was updated successfully, but these errors were encountered:
In order to improve batching of similar meshes, a step by step approach seems interesting:
The text was updated successfully, but these errors were encountered: