Search the Community
Showing results for tags 'batch'.
Found 3 results
Performance, Batch Rendering, Draw Calls
ammychoice posted a topic in Pixi.jsHey. I would like to know about drawCalls and their optimization. For example, there is an atlas, one of the pictures with additive blending mode. - Can we do it all in 1 drawCall. (If possible, explain why it is impossible and how it would be possible). The second question, is the developer Yggdrasil in his games uses sequence, an atlas filled with sequences. My developers said that the sequence in Pixi js is bad, and it is better not to use them because of optimization. But Yggdrasil normally uses them and is not afraid of it. Do they use webgl instances? with vertex shader? Can you tell me?
Theory I recently wanted to try and use/adapt the official Blender exporter addon for Babylon to allow for parsing a directory of source models (FBX) and have Blender batch export them to the Babylon Json format. I know that there is a C++ CLI tool to do exactly this but (correct me if I'm wrong) it seems like it will only run on Windows (no OSX or Linux). So I wanted to be add this functionality via Python scripting in Blender to be able to do this no matter the platform. Disclaimer, Python is not my native language. I taken some inspiration from a few existing scripts and adapted a simple one that : Looks for files ending with FBX in the input path. Imports them (one by one) via the Blender FBX operator : bpy.ops.import_scene.fbx(filepath=file) Exports them (one by one) via the BabylonJS operator : bpy.ops.bjs.main(filepath=file) Problem Sadly here I am getting an error. Perhaps I'm being naive here by thinking that I can access a non-standard issue addon via scripting ? That is what the error seems to indicate at least : Traceback (most recent call last): File "/BatchConvert.py", line 54, in <module> File "/BatchConvert.py", line 44, in convert_recursive File "/Users/ozeki/Library/Application Support/Steam/steamapps/common/Blender/blender.app/Contents/MacOS/../Resources/2.78/scripts/modules/bpy/ops.py", line 189, in __call__ ret = op_call(self.idname_py(), None, kw) AttributeError: Calling operator "bpy.ops.bjs.main" error, could not be found location: <unknown location>:-1 Solution ? Is this doable with the way the Babylon Blender addon is setup and if so what am I doing wrong? I have attached my current code to this post. I've also added a list of references for the scripts that I have looked at or adapted from originally. References https://github.com/BabylonJS/Babylon.js/blob/master/Exporters/Blender/io_export_babylon.py#L202 https://github.com/BabylonJS/Babylon.js/blob/master/Exporters/Blender/src/babylon-js/__init__.py#L66 http://blender.stackexchange.com/a/47000 http://blender.stackexchange.com/a/34539 https://github.com/pjezek/blender/blob/master/unity_tools/__init__.py https://github.com/RH2/TD_B3D-UDK/blob/master/main.py#L152 BatchConvert.py
Batching and TileSprite
pandavigoureux29 posted a topic in Phaser 2hi all, I've been trying to improve performance on mobile devices. For that, I'm watching draw calls with a plugin I found on this forum ( can't seem to be able to find it again though ) What I've learn by testing it is that mutliple tilesprites using the same texture are inducing a draw call each. Is that something to be excpted? Does sprite batching only work for sprites? Thanks