playcanvas/skills

reduce-draw-calls

Use when a PlayCanvas app has too many draw calls or is CPU-bound, before hand-merging meshes or writing custom renderers.

ソースを見る

使い方

  1. インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
  2. 必要なツール、認証情報、対応環境を原文で確認します。
  3. 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/playcanvas/skills --skill reduce-draw-calls

開始前の確認

  • 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
  • スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
リポジトリの原文

見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。

Cut draw calls

Measure first with app.stats.drawCallCount or MiniStats; the per-pass app.stats.drawCalls breakdown fills only in profiler builds. Also halve the pixel ratio and call app.resizeCanvas(): if frame time drops, the cost is fill rate, not draw calls. Stop at the first rung that meets the budget and report before-and-after counts.

1. Stop drawing hidden things

An element at opacity 0 still draws. Set enabled = false.

2. BatchManager

Call app.batcher.addGroup(name, dynamic, maxAabbSize), then set batchGroupId on render, sprite, or element components. Use dynamic: false for geometry that never moves. Members join when enabled in the live tree, in any order, and groups regenerate automatically when membership changes. Call markGroupDirty(id) only after moving members of a static group. Manual AppOptions bootstraps must set batchManager.

3. Hardware instancing

Use this for many copies of one mesh and material with per-frame transforms. Build a buffer with VertexFormat.getDefaultInstancingFormat(device), one mat4 per instance, and call meshInstance.setInstancing(vb); instancingCount follows the buffer.

There is no per-instance culling. By default the group always draws; setInstancing(vb, true) culls it as one unit against a RenderComponent#customAabb covering every instance. Split large instance sets into spatial chunks. Custom vertex chunks need the INSTANCING path (override-shader-chunks). Start from the graphics/instancing-basic and graphics/instancing-custom examples.

Confirm the image is unchanged with verify-pixels.

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