In graphic design, clipping is a technique used to remove unwanted parts of an image, leaving only the desired section. This process is often done using software tools like Photoshop or Illustrator. By applying a clipping mask or using the pen tool to create a path, you can isolate specific...
GPU Resident Drawerwill allow you to efficiently render larger, more detailed worlds across all platforms including, high-end mobile, PC, and consoles. It optimizes the CPU cost by transferring static objects from CPU to GPU without complicated manual optimization.GPU Occlusion Cullingboosts performanc...
I often go on underwater photographic trips and have noticed that the LR version of MAC is a lot faster, even for culling. My Dell XPS has similar, if not better specs than even a recent MacBook Air or even the Pro version, and it is still slower. As said, even culling ...
New to Unity 4, Shuriken supports external forces, bent normals, and automatic culling. A True and Valuable Ally Union is a groundbreaking service that helps Uni- ty developers bring games to new markets, reach new platforms and earn more money. A unique service for ambitious developers, ...
显示渲染统计数据,查看Mesh Draw Call的数量。drawcall(绘制调用)是渲染的一个过程,是cpu准备好渲染信息,告诉gpu需要渲染什么的过程。 ○ stat initviews(Draw Thread ) 显示Visibility Culling 的耗时情况和当前场景中可见的 Static Mesh 的数量(Visible Static Mesh Elements) 。
editing abilities. Selection, panning, and fast-zoom make your everyday work faster. Improved occlusion culling and silhouette edges use more of your GPU for faster frames. Faster file operations, configuration switching, and automatic Lightweight mode resolving all help with the most complex ...
Mesh shading help take some of the burden off your CPU during very visually complex scenes, with tens or hundreds of thousands of objects. It consists of two new shader stages. Task shaders perform object culling to determine which elements of a scene need to be rendered. Once that’s deci...
backFaceCulling = false; mesh.material = shaderMaterial; The material is ready to send you three pre-computed matrices (world, worldView and worldViewProjection). Vertices will come with position, normal and texture coordinates. Two textures are also already loaded for you: And finally here is ...
shaderMaterial.backFaceCulling = false; mesh.material = shaderMaterial; The material is ready to send you three pre-computed matrices (world,worldViewandworldViewProjection). Vertices will come with position, normal and texture coordinates. Two textures are also already loaded for you:...
My Dell XPS has similar, if not better specs than even a recent MacBook Air or even the Pro version, and it is still slower. As said, even culling in the Library Module (not full screen, just "E"), is loading images fast on Mac, but hangs and gives "not responding"...