如果你合并两个相距较远的网格,将会增大合并物体的有效大小。
If you combine two meshes that are very far apart, it will increase the effective size of the combined object.
然而,如果在正向渲染路径下使用很多像素光照,有一些情况下合并物体并没有效果,下面解释。
However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.
然而,当在正向渲染路径下使用一些像素灯,有一些情况会使得合并物体不奏效,下面解释说明。
However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.
一般情况下,要渲染合并物体的通道数是每个单独物体的通道数之和,所以通过合并没有得到好处。
Generally, the number of passes that must be made to render the combined object is the sum of the number of passes for each of the separate objects, and so nothing is gained by combining.
渲染的时候,照射到合并物体任一部位的所有的像素光都会被计算,所以,需要渲染通道数量会增加。
All pixel lights that illuminate any part of this combined object will be taken into account during rendering, so the number of rendering passes that need to be made could be increased.
因此,把额外的工作放在合并纹理成单一的图集的和让物体使用相同的材质,总会有回报的。
Therefore, putting extra work to combine textures into single atlas and making number of objects to use the same material will always pay off.
照亮这个合并后物体的任何一小部分的所有像素灯都会在渲染过程中计算。因此需要的渲染通道数量就会增加。
All pixel lights that illuminate any part of this combined object will be taken into account during rendering, so the number of rendering passes that need to be made could be increased.
如果你把两个相距很远的物体合并,这会增加物体的有效大小。
If you combine two meshes that are very far apart, it will increase the effective size of the combined object.
对于不规则物体,系统采用阶梯近似方法对其边界进行拟合并可自动生成圆柱类物体。
The system adopts the staircase approach the boundary of irregular object and it can generate circular object automatically.
对于不规则物体,系统采用阶梯近似方法对其边界进行拟合并可自动生成圆柱类物体。
The system adopts the staircase approach the boundary of irregular object and it can generate circular object automatically.
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