#what exactly does the stats Tris/Verts counter actually count?
1 messages · Page 1 of 1 (latest)
for the shadows question
for a light to have shadows
it renders a depth texture from the shadows perspective
then does some funky math
so in the main render pass it gets the depth buffer drawn and samples positions and if they're further on one or something itll be in shadow
and then it uses bias and blends it
so it has to render everything twice even though its only depth
and it wouldnt do that for transparent items i dont think so thats why making something transparent is lower than opaque on the vert count
o, interesting so the counter includes different passes like lighting too. originally i assumed it was just how many vertices and triangles were currently being rendered, based on the meshes within the cameras bounding box.
high tri/vert count definitely make more sense when taking lighting passes into account
well they're still being rendered
it has to draw all of it again
but it does it with only a depth buffer and you never directly see that so its much faster relative to doing the normal pass
ohh kk, so it's not all passes, just depth.