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But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). We’re now at beta 3, making good progress on fixing the issues that testers are reporting.
But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). Note that this change breaks compatibility - it couldn't be done in time for 4.0
If you just need to batch once or twice during runtime even a high number of objects (in a demo scene he uses 10k mesh objects) the FPS will increase immensely with the code provided by Mr. Dimitrov, but if you do it over and over again I recommend MeshCombineStudio. This was recorded during the batching process.
with 17 alpha builds distributed in 2022, and continuous development effort since 2019. The illustration picture for this article is a screenshot of Wojtek Pe 's Forest scene demo made in Godot 4.0 You may have already seen some of this content on social media, in blog posts, or in alpha release notes. Check out the video!
It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) Here is an example using the older 3D platformer demo: VR support. will bring a new and more powerful animation tree, modern occlusion culling, improved rendering and a GLES 2.0
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