I am profiling my game on Android and the render of opaque take 33% of render time.
And with more investigations I found that the only opaque call is the HiddenPass of spine.
I have an object with 15 submesh, that create a mega draw call of 4500 vertex.
What is the purpose of the hidden pass?
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HiddenPass was a temporary work around for Submeshes as Unity can't disable/isolate submeshes on its own... Hidden pass is a way to "bypass" unnecessary chunks of a given Spine mesh. Well aware that this is grossly inefficient, especially for complex characters, but its what we've got for now. Fixing this requires a pretty substantial rewrite of the SkeletonRenderer class and I've been holding off on doing a ton of that until Spine 3 is more finalized.
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