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Multiple Shaders With Sprite Batching

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
0 votes
1 answer
235 views

2D Batching and correct draw order

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
  • 11
-1 votes
1 answer
361 views

Batch rendering model matrix to shader

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
  • 101
0 votes
1 answer
376 views

Efficiently pass one uniform value per polygon or quad to the fragment shader in a single batched draw call in WebGL?

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
  • 243
3 votes
0 answers
2k views

TextMeshPro batching unity

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
0 votes
0 answers
81 views

How to optimize Floor Meshes with different material in unity

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

Is it possible to get object rotation in a shader for dynamically batched objects?

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
  • 383
0 votes
1 answer
947 views

For dynamically batched objects the `unity_ObjectToWorld` shader variable is always set to default?

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
  • 383
0 votes
0 answers
86 views

How do I edit this texconv "IMGtoBC3.bat" file so it "READS FROM & PRESERVES the directory structure when writing the "resulting" dds files

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
0 votes
1 answer
120 views

Directx11 batching verticies to draw later

I have several draw functions in my renderer to draw primitives e.g.: Drawing a Quad: ...
Casey's user avatar
  • 2,075
0 votes
0 answers
254 views

Low Res Atlas Texture vs. Many different materials without textures

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

Enabling / disabling Static objects in Unity

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

Huge level size after build APK in Unity

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
  • 1,223
1 vote
1 answer
534 views

Reducing texture bindings in LibGDX when drawing text

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
  • 165
1 vote
0 answers
280 views

2d ParticleSystem batching problem

I have multiple ParticleSystems with TextureSheetAnimation pointing to the same texture, using different offsets/rows to choose ...
Jacob's user avatar
  • 2,552
1 vote
0 answers
1k views

ParticleSystem, performance behind the technique on batching with different materials

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
  • 2,552
0 votes
1 answer
1k views

SpriteRenderer batching issue, with Z-Position and Order in Layer

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 ...
Jacob's user avatar
  • 2,552
0 votes
2 answers
2k views

OpenGL - Changing blending modes using sprite batching

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
228 views

Batching in Java (software rendering)

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
261 views

WebGL Primitive Batching unexpected performance

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
467 views

Reducing draw calls in a y-sorted orthogonal world

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

Unity too many batches

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

How can I reduce the draw calls in a split screen game?

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
  • 5,840
7 votes
1 answer
687 views

Optimal batching for 2D objects with transparency

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
  • 894
2 votes
0 answers
3k views

combining multiple materials into one material (Unity)

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
322 views

How does Unity Static batch handle submeshes

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

submeshes and dynamic batching doesnt work as expected

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
261 views

In Unity3D, what ways can I improve the batching with a single texture atlas and four-point material?

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
406 views

How do OpenGL ES 2 engines typically handle automatic geometry sorting and batching?

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
  • 894
2 votes
1 answer
2k views

How to improve Batch Rendering to work with 3D skeletal animation data

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