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The current rendering pipeline produce one Display each object, and they only share immortal ressources in the scene. for real-life assemblies there could be hundred of times the same part (like screws)
share ref-counted shared ressources per-mesh
batch renderings of objects of the same kind/geometry
use LOD (level of detail)
do not render occluded objects ?
The text was updated successfully, but these errors were encountered:
The current rendering pipeline produce one Display each object, and they only share immortal ressources in the scene. for real-life assemblies there could be hundred of times the same part (like screws)
The text was updated successfully, but these errors were encountered: