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Combining meshes doesn't reduce triangle count
When I try to combine meshes to get better performance, ok I could increase frames per second, but I still have 14k triangles and 23k vertices.
Given that the combined mesh is of cubes of the same material, size and orientation. How can I reduce tris count? Note that I'm developing for mobile and the game is in the beginning.
Thanks,
I do not think combining meshes will reduct the triangles or or vertices's. Its the same mesh just combined.
It should reduce the amount of draw calls though.
Not by combining the mesh. What will the cube be used for? What is the reason you need to have built up of many cubes?
You could also try Occlusion Culling (Pro feature). That way you could disable rendering of out-of-sight objects and effectively triangle/vertice count.
Yeah, of objects, not of vertices, IF your object is Huge and always within the frustum ALL the vertices will ALWAYS be rendered. even if they are off screen.
I suggest you look up some tutorials on Umbra Occlusion.
The advantage of combine mesh is that you can reduce computation by having large objects. On a house I could have separate objects for windows, walls, doors etc. but if I attempt to query occlusion on all of those objects my CPU is gonna be gasping. However my GPU will have nothing to do due to such great occlusion.
If I combine my house into one mesh, I will render the entire house when I'm looking at it but I will only have to test for one object. $$anonymous$$y CPU will love that but my GPU is doing unnecessary computation.
I hope that furthers your understanding.