![]() ![]() You’d typically create a ModelBatch in the create() method. When possible you should try to reuse it. ModelBatch is a relatively heavy weight object, because of the shaders it might create. Please be aware that because of this design, there might be multiple ways to accomplish the same basic task. It gathers a shader for each render call.However, typically, you should perform (frustum) culling prior to calling ModelBatch.render(). ModelBatch does allow you to customize this though and perform frustum culling prior to actually rendering. By default, every call to ModelBatch.render() will at least lead to one actual render call. ![]() It simply hasn’t enough information to do this using the best performing method. ModelBatch does not perform (frustum) culling.This does have performance implications, so be aware to merge any render calls before sending them to the ModelBatch. The main difference is that SpriteBatch merges multiple sprites into a single draw call, while ModelBatch doesn’t combine render calls. While this might be understandable from an API view, there are some very big differences making them less comparable. ModelBatch is often compared to SpriteBatch.Instead use the customization options that ModelBatch offers. This will not work and might cause unpredictable behavior. bind shaders, texture or meshes, or call any function starting with gl) in between the ModelBatch.begin() and ModelBatch.end() calls. Every part of the ModelBatch functionality is customizable by design.Ĭaution: because ModelBatch manages the render calls and therefore the rendering context, you should not try to manually modify the render context (e.g. The ModelBatch class abstracts away all rendering code, providing a layer on top of it and allowing you to focus on more game specific logic. It is typically used to render instances of models, although it is not restricted to models. ModelBatch ( code) is a class used for managing render calls. ![]()
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