I have a 3D object created with a bunch of rotated Sprite3Ds. I just noticed that each Sprite3D requires its own draw call. Would it be beneficial to "blit" my outermost Sprite3D to a RenderTexture so it only takes 1 draw call? What if I was animating the Sprite3D? Each frame would require a RenderTexture.draw.
"Blitting" your Sprite3Ds to a RenderTexture?
(2 posts) (2 voices)-
Posted 2 months ago #
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Yes, if you can draw objects that require multiple draw calls to a RenderTexture you can reduce the number of draw calls. If those things are quite expensive to draw you might see further benefits from converting them to a texture which requires only one draw call, four vertices + two triangles.
But if you are animating them so the RenderTexture needs to be redrawn each frame I don’t know if you will see any benefit. I would think it could be slower, with the extra overhead, unless you were able to optimise it such as only partly redrawing the RenderTexture/only redrawing it every other frame.
Posted 2 months ago #
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