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Follow up with Glenn for more info
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Making progress with the OpenGL renderer. However, it is not any faster because of the way the level renderer renders the scene. It just makes far too many draw calls. More than 20.000 per frame(!).
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Atualmente, a única otimização presente no projeto é usar `sharedMaterial`s para não ter um monte de novas instâncias dos materiais se repetindo para cada `Tile`. Atualmente, tem um draw call para cad…
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This issue is to help people understanding the picture of what causes a performance bottleneck in piston-graphics, and what the plan is to fix it.
For each draw call, the CPU need to send data to the…
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For GL: https://www.khronos.org/opengl/wiki/Vertex_Rendering#Multi-Draw
kvark updated
6 years ago
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The frame rate drops below 60fps once we have more than 30 draw calls, no matter what we are drawing and no matter what material we are using.
If we are debugging the solution it only takes 8 draw ca…
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currently drawing separate object - at time of writing, for 8-cell and 24-cell. this is inefficient because lots of gl draw calls - gl prefers things to be buffered up in batches allegedly
ability …
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### Version of OpenTTD
master
### Expected result
AddChildSpriteToFoundation can't cause a use-after-free via ViewportDrawer::last_child
### Actual result
AddChildSpriteToFoundation saves the cur…
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The attached GLB has ~3000 draw calls, and performance on it is poor (~20FPS on a relatively powerful desktop). Three.js based viewers and babylon.js have much better performance (locked to 60FPS on t…
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**OS:** Linux.
**GAPID version:** Version 1.7.0:developer
**Exception reproduction:** Select on some of the Draw call in Commands panel. Look into the Geometry View tab, if there's a message of "GlD…