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Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. add polygon and GUI primitive rendering. start work on shader compiler. implement more shader features. implement more shader features. start work on shader compiler.
Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. 96. Nevertheless, I also spent some money on the Advanced Foliage Shaders v.5. I just toggled the “Baked Pivots” option in the shader to ON. That’s it. When
For instance, a model may also need to be under a certain polygon count, or it may need to be constructed in a way that will optimize the deformation and animation process. This involves tasks ranging from optimizing geometry (preventing undue strain on an artist's scene) to more complex requests.
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