BlackMojito Posted October 23, 2017 Share Posted October 23, 2017 Hi Folks, I am working on a view which must support very large (but quite static) scenes. To optimize the performance, one of the idea is to use progressive rendering. Basically I would like to split the scene into small fragments based on their properties (e.g. material and some other meta information). Then they are rendered out progressively when static. If I manipulate the mouse, then based on the current performance, I can choose how many fragments which should be rendered until being idle again. So, my question is what is the best way to implement this concept with Babylon? Just marking Nodes visible/invisible on the fly is not cool though... Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 23, 2017 Share Posted October 23, 2017 Hey! You can rely on node.setEnabled() to remove them completely from the visual tree Using setEnabled(false) on a node will turn off all its descendants Quote Link to comment Share on other sites More sharing options...
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