Clarify the behavior of MeshInstance3D automatic instancing

This commit is contained in:
Hugo Locurcio
2025-03-13 22:39:03 +01:00
parent 0b174c6df3
commit 146182c1f2
2 changed files with 20 additions and 5 deletions

View File

@@ -104,8 +104,22 @@ the viewer a considerable distance for the angle of view to change
significantly. This can be complex to get working, but may be worth it depending
on the type of project you are making.
Use instancing (MultiMesh)
~~~~~~~~~~~~~~~~~~~~~~~~~~
Use automatic instancing
~~~~~~~~~~~~~~~~~~~~~~~~
*This is only implemented in the Forward+ renderer, not Mobile or Compatibility.*
If you have many identical objects in your scene, you can use automatic
instancing to reduce the number of draw calls. This automatically happens for
MeshInstance3D nodes that use the same mesh and material: no manual setup is required.
For automatic instancing to be effective, the material must be opaque or
alpha-tested (alpha scissor or alpha hash). Alpha-blended or depth pre-pass
materials are never instanced this way. Instead, you must use MultiMesh as
described below.
Use manual instancing (MultiMesh)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If several identical objects have to be drawn in the same place or nearby, try
using :ref:`MultiMesh <class_MultiMesh>` instead. MultiMesh allows the drawing