Particle playground high cpu3/19/2023 The process is entirely transparent and done under the hood by Babylon.js.Īs a developer you should not be concerned by this mechanism. In this case, Babylon.js has to recreate ALL low level resources (including textures, shaders, program, buffers, etc.). This can happen for instance when using WebVR in hybrid scenario (with multiple GPU). This event is raised by the browser when the GPU needs to be taken away from your code. Starting with version 3.1, Babylon.js can handle WebGL context lost event. The return value is higher on low frame rates. When vertex reuse is low and when vertex structure is fairly simple (like just a position and a normal) then you may want to unfold your vertices and stop using indices: Using unindexed meshesīy default Babylon.js uses indexed meshes where vertices can be reuse by faces. To enable a depth pre-pass for a mesh, just call = true. This could be used for instance when a scene contains meshes with advanced shaders. This technique will render designated meshes only in the depth buffer to leverage early depth test rejection. When dealing with complex scenes, it could be useful to use depth pre-pass. You'll know if it's not appropriate for your application if you see any smearing! Using depth pre-pass Go ahead and be aggressive with these settings. Stencil: Defaults to true to enable clearing of the stencil buffer If false, overrides depth and stencilĭepth: Defaults to true to enable clearing of the depth buffer setRenderingAutoClearDepthStencil ( renderingGroupIdx, autoClear, depth, stencil ) ĪutoClear: true to enable auto clearing. If your scene is set up in such a way that the viewport is always 100% filled with opaque geometry (if you're always inside a skybox, for instance), you can disable the default scene clearing behavior with: On systems with poor fill rates, these can add up quickly and have a significant impact on performance. It also clears the depth and stencil buffers after switching to a new camera and before rendering a new RenderingGroup. Reducing calls to gl.clear()īy default, Babylon.js automatically clears the color, depth, and stencil buffers before rendering the scene. one instance has a negative scale where others don't), babylon.js will be forced to remove the back face culling from their material. One remark regarding instances: If one of the instances has a world matrix with a different determinant (eg. If sharing the same material is a problem, you can then think about using clones which share the same geometry with mesh.clone("newName") Reducing draw callsĪs soon as you can please use instances as they are drawn with one single draw call. Please note that by doing it, you will have no event over any mesh when the pointer will move (And shUnderPointer will not be updated even if nstantlyUpdateMeshUnderPointer = true. To avoid this process, you can set scene.skipPointerMovePicking = true. On every pointer move, the scene is browsing the list of meshes to see if a mesh under the pointer may need to have an associated action / event raised. doNotSyncBoundingInfo = true Not picking the scene on pointer move
1 Comment
4/25/2023 09:18:18 pm
We know that you don’t want an ‘everyday play space’. Touchwood Playgrounds are special. Nothing is off the shelf. We constantly innovate, creating new and special features that will make your play equipment truly unique.
Reply
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |