BatchRenderer | Unity | Graphics library

 by   i-saint C# Version: Current License: No License

kandi X-RAY | BatchRenderer Summary

kandi X-RAY | BatchRenderer Summary

BatchRenderer is a C# library typically used in User Interface, Graphics, WebGL applications. BatchRenderer has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

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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            kandi-support Support

              BatchRenderer has a low active ecosystem.
              It has 191 star(s) with 35 fork(s). There are 18 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of BatchRenderer is current.

            kandi-Quality Quality

              BatchRenderer has 0 bugs and 0 code smells.

            kandi-Security Security

              BatchRenderer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              BatchRenderer code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              BatchRenderer does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              BatchRenderer releases are not available. You will need to build from source code and install.

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            BatchRenderer Key Features

            No Key Features are available at this moment for BatchRenderer.

            BatchRenderer Examples and Code Snippets

            No Code Snippets are available at this moment for BatchRenderer.

            Community Discussions

            QUESTION

            pixi.js how do I get draw count
            Asked 2020-Oct-13 at 07:30

            I'm using this code to add a ticker. The draw method looks like this:

            ...

            ANSWER

            Answered 2020-Oct-13 at 07:30
            let 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
            });
            

            Source https://stackoverflow.com/questions/63294038

            QUESTION

            pixi.js how to do batch rendering
            Asked 2020-Aug-09 at 17:13

            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 17:13

            I 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)

            Source https://stackoverflow.com/questions/63299456

            QUESTION

            Multiple cube map textures behaving strangely when amount of textures increases
            Asked 2020-May-04 at 15:47

            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], and textureCubes[2] displays the same texture as textureCubes[0].

            The behavior of the fragment shader is undefined, because of:

            Source https://stackoverflow.com/questions/61567783

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install BatchRenderer

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • HTTPS

            https://github.com/i-saint/BatchRenderer.git

          • CLI

            gh repo clone i-saint/BatchRenderer

          • sshUrl

            git@github.com:i-saint/BatchRenderer.git

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