stikkanimate

We have quite a few characters rigged to house a lot of empty triangles as the animator likes to keep the original square boundary points in almost every mesh. Is there a benefit to keeping this square boundary that I'm unaware of and is it harmful to memory size (we're trying to optimize in every way possible) to keep these empty triangles?
stikkanimate
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Nate

Drawing transparent pixels has the same cost as any other pixels, so drawing transparent triangles increases your fill rate unnecessarily. Also when packing the texture atlas smaller meshes will fit together more tightly, so you will use more video memory by having meshes larger than they need to be. For these reasons I suggest not having triangles which contain only transparent pixels.

Some more performance tips here:
Metrics - Spine User Guide: Performance
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Nate

Nate
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stikkanimate

Great, thanks for the tips Nate. I'll make the recommendation to the team to trim those down and have a look through the performance link!
stikkanimate
  • Bài viết: 27


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