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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
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1 answer
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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
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-1 votes
1 answer
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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
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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
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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
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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
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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
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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
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1 answer
147 views

I have several draw functions in my renderer to draw primitives e.g.: Drawing a Quad: ...
Casey's user avatar
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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
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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
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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
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1 vote
0 answers
1k views

I found that guide: https://thinhhb.wordpress.com/2016/03/27/unity3d-optimization-make-atlas-textures-for-particlesystem-reduce-drawcall-why-not/ which is quite clever. As far as I know, we can't ...
Jacob's user avatar
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0 votes
1 answer
1k views

I have two sprites (they look the same but with different colors): I want them to be positioned like on the image above, so there's a feel like blue is standing on the green one. There are two ways to ...
Jacob's user avatar
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0 votes
2 answers
2k views

I'm working on a game which uses sprite batching to render sprites efficiently where each sprite gets batched with its VBO data into a VAO every frame (containing vertex coordinates, texture data and ...
Jeremiah Cummings's user avatar
0 votes
1 answer
264 views

I've watched some tutorials on java game development and when they start using spritesheets all they do is get a subimage out of the spritesheet and create a new BufferedImage out of that. Does java ...
user avatar
1 vote
0 answers
271 views

I'm kinda new to WebGL in general, I've started to make some batching experiences on primitives (just drying a bunch of rectangles by using a combination of two triangles repeatedly). I've started by ...
João Alves's user avatar
1 vote
2 answers
544 views

This is a hypothetical question, as I haven't yet come across the problem of making too many draw calls, but for my game I am aware that this could become a potential problem. The style of my game is ...
hedgehog90's user avatar
2 votes
1 answer
3k views

There are 64k cubes, 64k-1 's materials are assigned to sharedMaterial of first cube. But unity is not batching them together. Only cubes themselves are batched. Static color(but different per cube) ...
huseyin tugrul buyukisik's user avatar
7 votes
1 answer
1k views

I am working on a split screen game with one camera per player. It appears that the number of draw calls is multiplied by the number of cameras I have, which makes perfect sense. More cameras means ...
Evorlor's user avatar
  • 5,881
7 votes
1 answer
774 views

I have a collection of 2d objects with transparency. Each object has a depth value to determine draw order and a material. I'm trying to batch them in an optimal way to minimize draw calls. Assume ...
Pris's user avatar
  • 904
2 votes
0 answers
3k views

I am confused with how should I texture my character. I am using blender for modelling. And while my model is too complex I dont want to use uv map techniuqe. I can get what I need with using ...
user3160302's user avatar
2 votes
0 answers
340 views

I have the following 2 meshes: Mesh 1 Submesh 1 - Mat 1 Submesh 2 - Mat 2 Mesh 2 Submesh 3 - Mat 1 (same as mat1 from submesh 1) Since submesh 1 ...
Felipe Lira's user avatar
4 votes
1 answer
2k views

I'm duplicating one object with submeshes frequently, and assigning a random material from five materials to each submesh. There is batching happening, but it's not quite as efficient as I would have ...
Milad Qasemi's user avatar
0 votes
1 answer
282 views

I'm building a randomized city terrain with a set of planes, custom 4 vertice square made in Blender. I've got a texture atlas working so that it draws on a single material and texture, but it's still ...
Merlin's user avatar
  • 139
2 votes
1 answer
436 views

I'm trying to write a basic OpenGL ES 2 engine that can automatically sort and batch a fairly flexible set of input draw descriptions. When I say 'draw description' I mean the actual uniforms, state,...
Pris's user avatar
  • 904
2 votes
1 answer
2k views

I've implemented a batch rendering technique that is described in detail here: http://www.gamedev.net/page/resources/_/technical/opengl/opengl-batch-rendering-r3900 I'd like to extend it now to ...
Marek Krzeminski's user avatar