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Question by Nerethar · Apr 07, 2013 at 10:48 PM · animationdrawcallscombinechildren

Save drawcalls with animated figures

Hey folks,

its me again. And yet again I got a question regarding draw calls.

The Problem is, I got an Figure with like 30 - 40 of ridgits. I need a lot of theese points to add equip.

At the moment a figure with some equip causes like 15 - 20 drawcalls. Of course I can't make them static, since I need them to do their part when the figure moves or playes an animation.

I mean, 20 dc's isn't that much, but is there a way to reduce the drawcalls of the figure even further?

Thank you for any help =)

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avatar image Fattie · Apr 08, 2013 at 05:32 AM 0
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FWIW many developers just use 2DToolkit, it is one of the top-ten selling assets. It completely takes care of every aspect of this and gives you one drawcall, it does all the animations totally automatically etc etc.

avatar image whydoidoit · Apr 08, 2013 at 05:57 AM 0
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Is this 2D? If it is then what @Fattie said, if it's 3D then you can combined the skinned meshes after adding them. You may well want some kind of custom shader to help with the atlasing of the materials.

avatar image whydoidoit · Apr 08, 2013 at 05:58 AM 0
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Let me know if it's the 3D version and I'll post a proper answer :)

avatar image Nerethar · Apr 08, 2013 at 11:12 AM 0
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Thanks for the answers so far, but it is a 3D model ;)

Also I'm not sure if a third party programm would work fine for me, since I need the ability to add or remove items from a figure with C#

avatar image $$anonymous$$ · Apr 08, 2013 at 12:30 PM 1
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Each equip model have its own texture/material? if so try to atlas them manually, you'll save drawcalls on the texture part.

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