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Add support for low-end 3D rendering. #44175
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clayjohn
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Dec 7, 2020
clayjohn
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Dec 7, 2020
akien-mga
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Dec 7, 2020
_FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false); | ||
_FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false); | ||
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void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_using_sdfgi = false); | ||
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Map<Size2i, RID> sdfgi_framebuffer_size_cache; | ||
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bool low_end; |
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Remember to initialized member vars in the header.
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my bad, force pushing fix in a bit
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-Reduce number of uniform sets from 6 to 4. -Remove features in low end mode, in order to reduce the number of texture units fit to 16.
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-Reduce number of uniform sets from 6 to 4.
-Add a low end mode (default false, but true if running in mobile).
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.