Culling performance
If a mesh with a NoesisView component is not in view (frustum culled), does it stop rendering, and if not, how do I do that manually?
Also, if there are elements on a canvas which are outside of the main canvas area (shifted to the side by code), do they use any GPU/CPU time, and if so, how do I prevent that?
Also, if there are elements on a canvas which are outside of the main canvas area (shifted to the side by code), do they use any GPU/CPU time, and if so, how do I prevent that?
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sfernandez
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Re: Culling performance
We use Unity's OnBecameInvisible message to detect when a NoesisView attached to a mesh is out of the frustrum to disable the rendering.
Regarding the rendering of UI elements, we cull elements outside the View surface, and they won't consume any CPU/GPU time.
So you don't have to worry about any of this situations, it is already handled by our framework.
Regarding the rendering of UI elements, we cull elements outside the View surface, and they won't consume any CPU/GPU time.
So you don't have to worry about any of this situations, it is already handled by our framework.
Re: Culling performance
I am marking this as solved although there is a minor improvement we will include in the next version regarding this.
Thanks!
Thanks!
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