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Question by
smnerat · Jan 07, 2017 at 09:15 PM ·
renderingproceduralbatch
MeshTopology.Points is triggering BatchRenderer.Flush?
So I've been doing some testing/optimization and in the profiler I can see that BatchRenderer.Flush is eating up anywhere from 3.5ms - 5ms, which is about 40%-60% of the time spent drawing.
Does anybody know why this is, or a way to get around it?
I'm only using Graphics.DrawMesh() in my scene. I'm using Points, Quads, and Lines on several different meshes, and no matter what, I get a large amount of time spent on BatchRenderer.Flush whenever Points is used and I can't seem to figure out why or find any information on it.
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