Комментарии:
Thanks. This is very cool video. I wish you to increase amount of views, as very useful content...
ОтветитьThank you for this. I really appreciate how tightly organized the video is. Starting with the instancing comparison is great, and the video's very information dense. Doesn't waste time at all.
ОтветитьIs this the same idea as Unity's batch processing?
ОтветитьGreat video but, where can I see the source code for this?
Ответитьi also believe this is the best way to draw non-specialized geometry requiring simple model structure!
ОтветитьNice content, keep up 👍. I am just wondering if you do the world space transformation on CPU side and transfer mesh data to GPU every frame, is it actually an ideal practice? But certainly, it is better than doing drawcall for every single object each frame. I think in vulkan the MVP can also be easily batched, but not sure about openGL.
ОтветитьGreat! Would be great to have a look at the source code for your examples, thanks!
ОтветитьGreat stuff thank you for this is there more details somewhere?
ОтветитьExcellent explanation. Not short like you got a bus to catch, and not long and rambling like ur haven't talked to a human in 20 years.
This puts other creators to shame.
Keep it up
Nice! I’ll need to implement batching
ОтветитьCool explanation, thanks. I think this might somewhat explain what "spritebatch" is in the Monogame Framework. I always wondered why they called it that.
ОтветитьBatching this way only really works for static objects.
ОтветитьAre you rebuilding the batch mesh data each frame, or just once and reusing it?
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