Jump to content

Search the Community

Showing results for tags 'redering large mesh'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. Hi, I am trying to render a large custom mesh (with 256^2 vertices) and have that over the map, and adjust vertex transparency to implement FOW(Fog Of War), I've noticed that the cpu usage goes way up when I load the large mesh, I thought that it wouldn't impact the cpu usage much as a sizable part of the mesh isn't on screen. This leaves me with a couple options: 1. I could split the mesh into smaller chunks and load them as needed (seems difficult, and I'm not sure if it'll even work?) 2. Reduce number of vertices on the mesh (but this would leave me with low resolution, suboptimal) 3. Try an entirely different approach for implementing FOW (any ideas?) Thanks In advance
×
×
  • Create New...