Clarify optimization instructions

(cherry picked from commit 2ed5a65822)
This commit is contained in:
skyace65
2021-04-04 18:12:42 -04:00
committed by Rémi Verschelde
parent eff734449a
commit 95f0bd2b82

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@@ -88,9 +88,11 @@ possible. Godot's priorities are:
scene, the faster the rendering will be. If a scene has a huge amount
of objects (in the hundreds or thousands), try reusing the materials.
In the worst case, use atlases to decrease the amount of texture changes.
- **Reusing Shaders:** If materials can't be reused, at least try to
re-use shaders (or SpatialMaterials with different parameters but the same
configuration).
- **Reusing Shaders:** If materials can't be reused, at least try to re-use
shaders. Note: shaders are automatically reused between
SpatialMaterials that share the same configuration (features
that are enabled or disabled with a check box) even if they have different
parameters.
If a scene has, for example, ``20,000`` objects with ``20,000`` different
materials each, rendering will be slow. If the same scene has ``20,000``