gryff Posted July 24, 2017 Share Posted July 24, 2017 I've been working on creating low poly tree assets for a game that I am very slowly trying to develop. I know there are various scripts for tree creation but I wanted something a little more Canadian, so I wondered what I could do with Blender and instances. So I took a look at the BJS demo of trees that uses instances. Opening the debug layer on this scene seemed to produce odd results.(see Image below). 1. As I move around the scene the number of draw calls keeps changing - the highest I get is 102, yet the total number of meshes is 107. Why does the number keep changing and why so high? 2. The debug layer indicates that there 7 textures used but looking at what the textures are indicates that four of them are the same ? These type of results I get if I use the Sandbox with my own scenes gryff sits back in his chair wondering what the forum Sherlocks are thinking cheers, gryff PS And if you "want to go down in the woods today",here is my scene with trees (2 different trees, 100 of each so 2x the BJS demo in terms of meshes). I have included some stats including drawcalls which never gets above 5 (two for each tree and 1 for the terrain). Wingnut 1 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted July 24, 2017 Share Posted July 24, 2017 1. I imagine that there is not a vantage point where all 107 are in frustrum at the same time. 2. Not quite sure, but likely that 4 materials were created using the same texture. (Ask for you money back ). Nice scene. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 24, 2017 Share Posted July 24, 2017 I did a pretty bad job with this demo as it is not really clear to understand. Let me fix that The trees are all rendered using 1 single draw call. All the time. So you may ask...what the heck are the other draw calls? They are for the ground In order to optimize collisions, the ground is subdivided into multiple submeshes (something around 256 if I remember correctly). To see it, just use the inspector and disable the ground mesh (actually there is a crash in the inspector if I do it :), let me ping @Temechon for that ) For the textures this is likely a bug in the inspector. Our inspector lord will check it soon Quote Link to comment Share on other sites More sharing options...
Temechon Posted July 25, 2017 Share Posted July 25, 2017 I'm on it ! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 25, 2017 Share Posted July 25, 2017 Regarding the double Tree.tga this is actually normal because the texture is used in diffuse and opacity channels so 2 occurrences. Temechon 1 Quote Link to comment Share on other sites More sharing options...
gryff Posted July 25, 2017 Author Share Posted July 25, 2017 @Deltakosh ; TY for the explanations. and you and @Temechon for the updates. It was driving me batty!! When it is explained (about the ground) it all seems, as Sherlock might say: "Elementary my dear gryff". My apologies if I dragged you away from more important issues. cheers, gryff Temechon 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 25, 2017 Share Posted July 25, 2017 No need to apology at all. It was a pretty fair question Quote Link to comment Share on other sites More sharing options...
Temechon Posted July 26, 2017 Share Posted July 26, 2017 Every feedback about bugs is greatly appreciated gryff, you know that And there was a bug in the inspector! Quote Link to comment Share on other sites More sharing options...
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