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The more polygons that an object has, the more detailed it appears, but high numbers of polygons demand more computing power. The polygon layout, or topology, of these items must be planned efficiently and created in advance to minimize the number of polygons and generate objects of the highest grade.
Edit 2020-07-30: We found that 3.2.3 GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). TileSet: Fix potential crash when editingpolygons ( GH-40560 ). RC 2 had been incorrectly built and does not reflect commit ac2e7d87d1c398db9c796afba6973a2f170ddfa2 but an earlier version (basically the same as 3.2.3
It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do.
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