AutoLOD | Automatic LOD generation + scene optimization | Game Engine library
kandi X-RAY | AutoLOD Summary
kandi X-RAY | AutoLOD Summary
Automatic LOD generation + scene optimization - Initial release was on January 12, 2018 via blogpost. AutoLOD is primarily a framework for enabling automatic post-processing of geometrical model assets on import to create simplified levels-of-detail (LOD). A default mesh simplifier is included, but can be swapped out with other simplifiers and on a per-model basis if needed. Additionally, a whole scene can be hierarchically chunked into LODs with SceneLOD.
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Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of AutoLOD
AutoLOD Key Features
AutoLOD Examples and Code Snippets
Community Discussions
Trending Discussions on AutoLOD
QUESTION
Im trying to use the HiPay php library. I installed the library with:
...ANSWER
Answered 2018-Nov-08 at 15:15The code you have uploaded on server will be running on Linux which is case sensitive but in Windows operating system this doesn't matter.
QUESTION
In vendor/composer/autoload_real.php in symfony project the function getLoader is called from autoload.php
In this function, I have :
...ANSWER
Answered 2017-Nov-01 at 10:13That is actually only one autoloader, the array is a callback.
ComposerAutoloaderInit374429f4ab4935127e2d36a0613c8d3a
is a name of the class, loadClassLoader
is the name of its method to be used.
The class is defined directly in autoload_real.php
file, the method is the first method in the class.
QUESTION
Can you help me to find the difference between composer install and composer install -o.
Normally composer install -o generate an optimized autoloder file, but when i generates it it was like the other file with composer install.
my classmapfile have many path but the result of composer install -o and composer install steel the same can you explain this for me ? can you help me ?
...ANSWER
Answered 2017-Apr-06 at 07:10You are on the right track: The -o
option creates an "optimized" autoloader that essentially is a classmap for every class that otherwise would be loaded through PSR-0 or PSR-4. Composer will scan all directories that are mentioned for PSR-0 and PSR-4 just like it would always to with classmap
entries.
This might already answer your question: If your project only has a classmap
entry and nothing else, there is no difference in the result.
Note that it is not the best idea to prematurely optimize the autoloading by forcing the classmap
if you could also use one of the PSR schemes. Using only the classmap will hinder development because every time a new class is created, you'd have to dump the autoloader with that new entry. Also note that creating huge classmaps might actually be slower than PSR-based class loading, because you trade code execution time for allocated memory, and at some point allocating memory for all classes in every request even if they are not being used will be slower than executing PSR autoloading. You'd have to measure your individual application performance with both a normal and an optimized autoloader to decide which one is actually better.
More info in the docs
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install AutoLOD
Manually through editing manifest.json Read the instructions from the official documentation here. Open up manifest.json inside the Packages directory in your Unity project using a text editor. Under the dependencies section of this file, you should add the following line at the top: "com.unity.autolod": "https://github.com/Unity-Technologies/AutoLOD.git", You should now see something like this: { "dependencies": { "com.unity.autolod": "https://github.com/Unity-Technologies/AutoLOD.git", "com.unity.ads": "2.0.8", "com.unity.analytics": "3.2.3", "com.unity.collab-proxy": "1.2.15", "...": "...", } }
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