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Can someone explain this drawcalls behavior ?
Hello,
I have a question about drawcalls.
In this scene, actually the ground is composed of many meshes (each 2 poly) and is actually not atlased. But the lightmappig is done and everything is set to static.
The static and dynamic batching are activated, and i have disactivate any light for testing purpose :
I have actually 54 drawcalls. If i hide all my floors tiles, which actually use 3 materials, 3 textures, are all statics with the same size 1:1, instead of gaining 3 draw calls, i go to 42 drawcalls, which is a gain of 12 ?
So, considering my lightmapping could be the reason, i disabled it and still have 54 drawcalls :
Does someone know how 3 materials using 3 textures, put on X static object lead to so many drawcalls ? Or i missed something ?
Thank you for your answer.
Answer by Thecle · Jan 05, 2013 at 04:49 PM
I have found a part of answer : lightmapping texelisation too high leads to some object are in different lightmap atlas and need to be redrawn appart the object who share the same material but is in another lightmap atlas...
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