Proposing to resolve instances based on one mesh to one bbox, ie if grassland uses 6 different meshes then 6 cubes would be used for its bounding boxes. That's the obvious way to do it I think...
The issue has been pointed to often recently so I thought it deserved a thread ! Heck, it did annoy me too.
[req][perf] OpenGL bounding box for instances /camera update
[req][perf] OpenGL bounding box for instances /camera update
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Re: [req][perf] OpenGL bounding box for instances /camera up
On a second note, I am wondering about the so-called GPU "infinite details" instancing scheme... any chance ? I guess I'm pushing my luck, again
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