Billboard system completely revamped. Now batches billboard renders much more efficiently. Draw call count now equal to the number of base trees with billboards in a given forest (e.g. If a forest has eight base trees with billboards, the entire billboard population will now be rendered in eight draw calls total and is independent of the number of cells in the frustum). The release of Unity 5.1 brought some nice changes to how Unity handles SpeedTree LODs. The biggest of these changes involves the option to animate crossfades in the SpeedTree LOD group. SPEEDTREE_HEAP_FRIENDLY_MODE added. Primarily for use on consoles, this mode will trade some of the SDK's flexibility for far fewer (95+%) heap allocations and better general memory management. It is recommended that this mode not be used until your initial SDK integration is complete and you are familiar with the SDK. Instance managing functions (CForest::AddInstance(), CForest::ChangeInstance(), etc.) are not available under SPEEDTREE_HEAP_FRIENDLY_MODE. One new population function is used in this mode: CForest::PopulateAtOnce(). CForest::EndInitialPopulation() function added and must be called after the forest instances have been set for the first time. Population methods. SForestCullResults structure changed to facilitate changes to the billboard system. Details on the new member variables and functions. SForestCullResults::Reserve(), STerrainCullResults::Reserve(), SGrassCullResults::Reserve() all added to prevent render-time dynamic allocations during culling. These can be used in and out of SPEEDTREE_HEAP_FRIENDLY_MODE. More on the hints and reserves system. CInstance size was reduced from 52 bytes to 36 bytes, a 30% reduction (very helpful when instance counts approach the hundreds of thousands). CInstance::GetPosAndScale() added as a small optimization during constant uploads in the render loop. CForest::RegisterTree()/UnregisterTree() are no longer virtual and therefore not overridden in CForestRI. CForestRI::RegisterTree() would call both CForest::RegisterTree() and initialize the tree's graphics. Call CForest::RegisterTree() and the new function CForestRI::InitTreeGraphics() to accomplish the same thing. This change was made to give more control over when the tree graphics were initialized. More on initializing tree graphics. Character maker software. CForest, CGrass, and CTerrain hint systems synchronized to use the same hint names and internal member variables (mostly HINT_MAX_NUM_VISIBLE_CELLS and m_nHintMaxNumVisibleCells). CTerrain class now uses far fewer heap allocations in and out of SPEEDTREE_HEAP_FRIENDLY_MODE. It also provides correct values for DX9 DrawIndexedPrimitive() calls. Watch Online Nagarjuna's Meelo Evaru Koteeswarudu Show:- Meelo Evaru Koteeswarudu Show Online, Watch Meelo Evaru Koteeswarudu Videos, Latest Videos of Meelo Evaru Koteeswarudu, Serial Meelo Evaru Koteeswarudu,Nagarjuna Meelo Evaru Koteeswarudu Latest Episode, Meelo Evaru Koteeswarudu Show online, Meelo Evaru Koteeswarudu Show Dailymotion,Nagarjuna Meelo Evaru Koteeswarudu Show Video, Meelo Evaru Koteeswarudu Show cast, Meelo Evaru Koteeswarudu Show Latest Videos, Meelo Evaru Koteeswarudu Show All Episodes at One Place. Meghamala serial full cast. Keep watching to know more about latest episodes on Advertising Host's Online Channel. Click on Skip ad. Render Interface Library. SBillboardVertex dropped from 32 bytes to 20 bytes, or 38%. Texture binding in CForestRI::UploadMaterial() now prevents redundant texture binds. Impacted performance on PCs, but console performance remained unaffected. PlayStation 3 support added EGeometryProcessingType processing flags to CGeometry::BindVertexBuffer(),::RenderIndexed(), and::RenderArrays() to facilitate optional SPU-based geometry processing. Note that this feature is in a beta state. 16-bit index buffers now used everywhere possible. 32-bit now used only with tree models complex or detailed enough to require them. SPEEDTREE_WORLD_TRANSLATE now #defined by default in ForestRI.h.
0 Комментарии
Оставить ответ. |
АвторНапишите что-нибудь о себе. Не надо ничего особенного, просто общие данные. АрхивыКатегории |