Reducing the number of rendered vertices
Meshes contain vertices inside their vertex buffers and each vertex of a rendered mesh is evaluated by a vertex shader. Polygons are filled between the points marked by vertices. This means that the more meshes, and therefore vertices on the screen, the slower the application is.
To improve the performance of meshes in your application:
- Make sure there are no extra meshes, vertices, or polygons.
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Remove the unnecessary vertex attributes from meshes. The smaller the vertex size, the more efficient is the access to the vertex data. You can remove unnecessary vertex attributes in most 3D modeling software during export. The export settings usually include a list of vertex attributes that are exported, such as normals, vertex colors and so on. Remove the unnecessary attributes.
- Decrease the number of vertices in the meshes you use in your application. Creating meshes that use only a small amount of vertices, but still look good, is a challenging task for a modeler.
- Use textures instead of vertices to model details.
See also
Setting the correct size of vertex cache
Setting culling
Loading resources in parallel
Measuring the performance of your Kanzi application
Best practices
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