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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.
Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.
GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Windows: DirectInput: Use correct joypad ID ( GH-40927 ).
GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Windows: DirectInput: Use correct joypad ID ( GH-40927 ).
GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ).
alpha builds and maintenance releases for the stable branch ( 3.4.3 , 3.4.4 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. It's already been 2 months since 3.5
alpha builds , we're trying to release 3.5 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view.
alpha builds , we're trying to release 3.5 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view.
alpha builds , we're trying to release 3.5 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view.
It is now possible to scale an.obj mesh when importing. TextureProgress causes a bad polygon error when the progress percentage is between 62 and 99. C# support is still in alpha so backward-incompatible improvements are still allowed in this branch (and will happen). This is helpful for CI pipelines. Type icons are back!
Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) In Godot 3.0,
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