mirror of
https://github.com/godotengine/godot.git
synced 2026-01-06 10:11:57 +03:00
Canvas item hierarchical culling
Adds optional hierarchical culling to the 2D rendering (within VisualServer). Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport.
This commit is contained in:
@@ -1437,6 +1437,10 @@
|
||||
[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] flag.
|
||||
[b]Note:[/b] Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
|
||||
</member>
|
||||
<member name="rendering/2d/options/culling_mode" type="int" setter="" getter="" default="1">
|
||||
The culling mode determines the method used for rejecting canvas items that are outside a viewport. The visual result should be identical, but some modes may be faster for a particular project.
|
||||
You can either cull items individually ([code]Item mode[/code]), or use hierarchical culling ([code]Node mode[/code]) which has a little more housekeeping but can increase performance by culling large numbers of items at once.
|
||||
</member>
|
||||
<member name="rendering/2d/options/ninepatch_mode" type="int" setter="" getter="" default="1">
|
||||
Choose between fixed mode where corner scalings are preserved matching the artwork, and scaling mode.
|
||||
Not available in GLES3 when [member rendering/batching/options/use_batching] is off.
|
||||
|
||||
Reference in New Issue
Block a user