![]() ![]() * On Mac: looks like that driver bug that caused us to disable it is fixed these days (I've tested on OS X 10.7.4), so I'll try to enable it after some more QA. ![]() Update: just experimented with enabling dynamic batching when tangent vectors are involved: Unity definitely needs to adopt this latter philosophy, especially since copying geometry in optimized C++ is very fast compared to what you can do with the stupid UnityEngine.Mesh and C#. Because basically what we have then is "Better copy huge chunks of geometry around every frame, than having an unplayable game". Okay, but when I hit the 4000 draw call limit, then this does not hold anymore. The saying goes, "better make a few more draw calls, than having to copy geometry around in every frame". As long as you don't need to preserve draw call order for some reason, say transparent shaders, rendering all objects with the same material in one call or in thousand calls makes no visual difference. Batching is something totally independent of whatever you do with the rendering. PS: I see "Cameron" added something but that is still an issue of Unity. I solved it with implementing a custom octree-batching algorithm. ![]()
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