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How unity culling object by frustum, example: I have one object consisting of 10 meshes, will it cull every mesh or whole object only?
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If, by "object" you mean a single GameObject whose Mesh has a number of SubMeshes, then I think it's done by whole-object only, rather than sub-meshes. This is backed up by the fact that there appears to be only one function to Recalculate the Bounding Volume of your mesh as a whole, not individual sub-meshes. However, if by "object" you mean a parent GameObject, with multiple child GameObjects, each with their own mesh renderer, then I believe each GameObject will be view-frustum-culled independently. You're correct in saying so. I've seen this in my optimizing for frustum culling on the iPhone. If the g.o. is comprised of several meshes each with individual transform properties it is done on a per-mesh basis.
Dec 16 '09 at 04:15 PM
equalsequals
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