#what exactly does the stats Tris/Verts counter actually count?

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floral fulcrum
cobalt mauve
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for the shadows question

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for a light to have shadows

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it renders a depth texture from the shadows perspective

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then does some funky math

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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

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and then it uses bias and blends it

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so it has to render everything twice even though its only depth

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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

floral fulcrum
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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

cobalt mauve
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well they're still being rendered

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it has to draw all of it again

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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

floral fulcrum
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ohh kk, so it's not all passes, just depth.