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Questions tagged [batching]

1 vote
0 answers
155 views

I have coded a game in OpenGL and for rendering I used a Sprite Batching technique to draw many sprites in a single call to glDrawElements(). But as soon as I ...
Pyr0Guy's user avatar
  • 11
0 votes
1 answer
407 views

I'm encountering a design challenge while developing my 2D C++ OpenGL engine. I'm using a batching technique for rendering my drawable objects, and I want to ensure they are drawn in the same order ...
DDD's user avatar
  • 11
-1 votes
1 answer
420 views

I'm working on a batch renderer. I'm limited to using one shader per batch (one draw call for everything). I want to use a TBN matrix for my lighting. To calculate the TBN matrix for each object I ...
J. Doe's user avatar
  • 101
0 votes
1 answer
497 views

I want to render multiple colored quads, with one solid color per quad, using WebGL 2.0 and Javascript. However, this question is probably generalisable to other OpenGL implementations as well. The ...
Anders's user avatar
  • 243
3 votes
0 answers
2k views

I have several GameObject with textMeshPro component attached to them, each one of them draw themselves individually resulting in a lot of draw call is there any way to batch them? Each one of them ...
Barbapapoy's user avatar
0 votes
0 answers
110 views

I have several meshes (floor tiles) that consist of unique materials as they have different textures. I see that it is taking too many batches and it has around 100m vertexes. Is there any way to ...
Muhammad Faizan Khan's user avatar
2 votes
1 answer
2k views

All the batched objects have the same rotation. To simulate the effect of directional light I need to determine the object sides actual (world) directions. Normally I would use ...
Serg's user avatar
  • 393
0 votes
1 answer
1k views

I'm using the standard render pipeline and the unity_ObjectToWorld variable for some calculations in my shader. After I enabled dynamic batching these calculations ...
Serg's user avatar
  • 393
0 votes
0 answers
99 views

Like the title says: How do I edit this texconv "IMGtoBC3.bat" file so it "READS FROM & PRESERVES the directory structure when writing the "resulting" dds files? THIS IS ...
Jeffrey Witty's user avatar
0 votes
1 answer
147 views

I have several draw functions in my renderer to draw primitives e.g.: Drawing a Quad: ...
Casey's user avatar
  • 2,095
0 votes
0 answers
279 views

So I have recently started to look into optimizing a medium complex 3D scene, more specifically i am looking to improve the performance i get from a fairly realistic bus. I am currently using the ...
AverageGatsby's user avatar
0 votes
1 answer
4k views

The Unity docs clearly explain that game objects marked static should not be moved for performance reasons but I can't find any info regarding enabling / disabling. Almost everything in my games ...
user avatar
2 votes
1 answer
2k views

I made maps used bunch of small objects which are mostly scenary, like part of road, buildings, obstacles. They are all lightmap static, batching static, occludee static. However after build APK, "...
modernator's user avatar
  • 1,223
1 vote
1 answer
573 views

I'm making custom menus and buttons (I don't want to use scene2D) and I have everything in atlases, but when I draw a button, if it has text, the texture binding is always x2 because of the switching ...
Jh62's user avatar
  • 165
1 vote
0 answers
305 views

I have multiple ParticleSystems with TextureSheetAnimation pointing to the same texture, using different offsets/rows to choose ...
Jacob's user avatar
  • 2,552

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