levere Posted October 19, 2017 Share Posted October 19, 2017 Is it possible to efficiently cull a Mesh hierarchy from the render list? Ideally, I would like to create a bounding box around the hierarchy and if the box is off screen, cull the whole model. Currently, I'm seeing a pretty big performance hit in _evaluateActiveMeshes due to each Mesh in the hierarchy getting checked individually. Thanks. Quote Link to comment Share on other sites More sharing options...
adam Posted October 19, 2017 Share Posted October 19, 2017 You should try using an octree: https://doc.babylonjs.com/tutorials/optimizing_your_scene_with_octrees#optimizing-meshes-selection-for-rendering Pryme8 1 Quote Link to comment Share on other sites More sharing options...
levere Posted October 20, 2017 Author Share Posted October 20, 2017 It's all non-static content, so octree will be counter-productive in this case. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 20, 2017 Share Posted October 20, 2017 This is not possible but it could be cool to add something like mesh.cullHierarchy = true and in this case if the mesh is culled then all children are ignored BitOfGold 1 Quote Link to comment Share on other sites More sharing options...
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