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c4cc
ParticipantI see. Wouldn’t it be better to support absolute shape keys, or animation without armature/bones?
c4cc
Participantlol, no, not in the screen/browser in verge3d, I just wanna confirm.
c4cc
ParticipantI see. Informative.
Btw, what about bones and armature? These are not rendered by blender or verge3d, right?
c4cc
ParticipantThe more vertices, the more video memory consumption. One mesh – one geometry buffer. One mesh, visible on the screen – one render/draw call (provided post-processing is not used). Meshes that are out of the camera’s field of view are not rendered.
Thanks kdv, that was an informative answer.
Any light source casting shadows will double the amount of render calls. Most of post-processing passes will also double the amount of render calls.
What do you mean, post-processing passes?
c4cc
ParticipantThanks.
Hi c4cc,
Verge3D/WebGL renders a mesh by processing its geometry information (coordinates, normals, texture coords, vertex colors etc) stored in long arrays. Those are called “geometry buffers”. Big meshes imply large geometry buffers and require more video memory.
Also, do vertice count affect geometry buffers?
c4cc
ParticipantThanks for your answer, it’s very informative and helpful. Now, I’ve seen no sources from verge3d itself mentioning specifically how geometry buffers and render calls work? Where are these sources?
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This reply was modified 5 months, 2 weeks ago by
c4cc.
2024-07-05 at 9:23 am in reply to: Vertex colors vs Materials – do they affect render call or geometry buffers? #75732c4cc
ParticipantThanks. On a separate note, what is the point of baking textures, if it doesn’t save video/browser memory? Any benefits of baking textures?
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This reply was modified 5 months, 2 weeks ago by
c4cc.
2024-07-04 at 8:19 am in reply to: Vertex colors vs Materials – do they affect render call or geometry buffers? #75719c4cc
ParticipantHi c4cc,
Using vertex colors instead of textures can save you video memory, make the app load faster, and improve performance somewhat. Check out this optimization advice for further details.
I agree with this. But what about vertex colors vs materials? Which improves app performance, especially memory?
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This reply was modified 5 months, 2 weeks ago by
c4cc.
c4cc
ParticipantNope.
Great.
Literally, the total count (amount) of meshes in the scene.
I see, the total number of meshes in the scene eh? So if I hid the meshes, it reduces render call right?
c4cc
ParticipantOne visible mesh = one render call. Reduce meshes’ count. No matter how you do it.
What do you mean, meshes’ count?
Also, will amount of vertices in a mesh affect the render call of a mesh?
c4cc
ParticipantBut there are too many render calls (1800+). You’d better consider using “batch geometry” puzzle or join elements with the same material into one mesh in Blender. It will boost FPS and perfomance significantly.
besides batch geometry, any other way to reduce render call?
2024-04-25 at 8:58 am in reply to: Keyboard Events unresponsive after double tapping key event input/function #72505c4cc
ParticipantNo after movement if direction keys are held down after double tap?
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This reply was modified 7 months, 4 weeks ago by
c4cc.
c4cc
Participant2024-04-23 at 4:23 am in reply to: Keyboard Events unresponsive after double tapping key event input/function #72449c4cc
Participant -
This reply was modified 5 months, 2 weeks ago by
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