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notes - figure out why we have way too many draw calls / fix for reducing the number of redundant glPrograms #652
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Signed-off-by: hanbollar <[email protected]>
Your Render PR Server URL is https://examples-mrjs-pr-652.onrender.com. Follow its progress at https://dashboard.render.com/static/srv-cp17fegl6cac73emhid0. |
Signed-off-by: hanbollar <[email protected]>
Signed-off-by: hanbollar <[email protected]>
the issuethe issue is due to too many materials being created with the supposed fix i foundinstead of doing implementing now to confirm |
Signed-off-by: hanbollar <[email protected]>
Signed-off-by: hanbollar <[email protected]>
Signed-off-by: hanbollar <[email protected]>
Signed-off-by: hanbollar <[email protected]>
Signed-off-by: hanbollar <[email protected]>
Signed-off-by: hanbollar <[email protected]>
Signed-off-by: hanbollar <[email protected]>
things to do:
|
we're going to need an actual material caching system setup - same thing with geometry instancing |
Signed-off-by: hanbollar <[email protected]>
Signed-off-by: hanbollar <[email protected]>
turning this into a draft since we'll be doing a rework of MeshInstancing and MaterialInstancing in a future pr and those are super relevant to this getting improved |
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related to #651
Problem
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Solution
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Breaking Change
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Notes
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@lobau
@hanbollar