BatchRenderer | Unity | Graphics library
kandi X-RAY | BatchRenderer Summary
kandi X-RAY | BatchRenderer Summary
Unity で大量のオブジェクトを描画できるようにするスクリプトです。パーティクル、弾幕などの描画に威力を発揮します。割とポータブルな作りになっており、D3D11、D3D9、OpenGL、OpenGLES (Android, iOS, WebGL)、PS4 で動作を確認済みです。 WebGL による動作例.
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BatchRenderer Key Features
BatchRenderer Examples and Code Snippets
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Trending Discussions on BatchRenderer
QUESTION
I'm using this code to add a ticker. The draw method looks like this:
...ANSWER
Answered 2020-Oct-13 at 07:30let drawCount = 0;
const renderer = app.renderer as any;
const drawElements = renderer.gl.drawElements;
renderer.gl.drawElements = (...args: any[]) => {
drawElements.call(renderer.gl, ...args);
drawCount++;
}; // rewrite drawElements to count draws
app.ticker.add((deltaTime) => {
console.log(`drawCount: ${drawCount}`);
drawCount = 0; // clear count per frame
});
QUESTION
I'm looking for help with batch rendering. I understand it batches together objects such as sprites, graphics, etc for performance purposes. I have a very large number of objects to display. However, the only assistance I found was this which is so hard to follow. Is there any simple tutorials or guidance out there for this? Ideally, I want a very simple example that batches together 2 sprites and renders them in one draw call. Many thx.
...ANSWER
Answered 2020-Aug-09 at 17:13I spoke to the creator of pixi-viewport and he said that pixi has batching built in.
Performance improvements were instead gained by:
- Using pixi-cull (a good perf boost if you are also using pixi-viewport)
- Switching from Graphics to Sprites
- minimising the use of sprite.interactive = true
- using text.renderable = false when text is zoomed out (again zooming relates to pixi-viewport)
QUESTION
So I've managed to successfully implement batching into my engine, but have come across some weird behavior with the array of samplerCubes
in my fragment shader. The batch renderer works fine with 2 texture units - I can successfully draw cubes with the right textures if I only bind 2 textures, but as soon as I add a 3rd to the mTextures
vector, and use glUniform1i
for that index in the samplerCube
array, the wrong texture is displayed, even though the texture id (TexID
) is correct (I checked this in the fragment shader).
The issue appears to be with my understanding of OpenGL as for some reason, the texture what should be displayed by textureCubes[2]
(fragment shader uniform) is displayed by textureCubes[1]
, and textureCubes[2]
displays the same texture as textureCubes[0]
. What should be displayed by textureCubes[1]
just doesn't exist with the 3rd texture bound.
Here's my code:
Main.cpp
...ANSWER
Answered 2020-May-03 at 07:40[...]
textureCubes[1]
, andtextureCubes[2]
displays the same texture astextureCubes[0]
.
The behavior of the fragment shader is undefined, because of:
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