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Yuri KovelenovStaffYuri KovelenovStaff
Hi,
You might look into the Firstperson demo where a minimap is implemented with puzzles. Unfortunately we currently only have a Blender version but in principle the puzzle should work with 3ds Max too.
Yuri KovelenovStaff2024-07-16 at 5:39 am in reply to: Performance info – System Material – MeshDepthMaterial – 14.8ms #75951Yuri KovelenovStaffHi Adam,
This is a so called ‘system’ material which Verge3D automatically creates when it renders depth-based effects, such as shadows, AO, etc. The depth buffer covers the entire screen so it is quite heavy to render. If it slows down your rendering, you can try switching off shadows.
2024-07-12 at 8:41 am in reply to: My latest project.. am interactive factory for a window construction system #75873Yuri KovelenovStafflooks good!
- This reply was modified 4 months, 2 weeks ago by Yuri Kovelenov.
Yuri KovelenovStaffYuri KovelenovStaff2024-07-08 at 5:24 am in reply to: Vertex colors vs Materials – do they affect render call or geometry buffers? #75750Yuri KovelenovStaffBaking textures (such as light map/shadow map) can help raise the visual quality of your scene and avoid using GPU-expensive operations like real-time shadows or AO. So it is not about saving the video memory but more about the performance and quality.
The downside is that the application will need to load a baked texture meaning longer loading time. Also baking cannot be employed if you use animation / dynamic shadows.
Yuri KovelenovStaffHi 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.
When rendering meshes, Verge3D/WebGL must mark a mesh’s geometry buffers “active” and also select a shader (a GPU program), and may be do some other stuff. Only after that, WebGL would issue a command to render this mesh. The whole procedure is called a “render call”. The more different geometry buffers and different shaders (in the 3D software, “materials”) are contained in the scene, the more render calls will be needed.
Preparing for a render call is a CPU-intensive operation that affects the FPS. Thus, you want to have as less of render calls as possible. This can be achieved by batching similar meshes into one, and by using less different materials. Hope this helps!
2024-07-05 at 5:08 am in reply to: Vertex colors vs Materials – do they affect render call or geometry buffers? #75729Yuri KovelenovStaff2024-07-04 at 5:42 am in reply to: Vertex colors vs Materials – do they affect render call or geometry buffers? #75718Yuri KovelenovStaffHi 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.
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