Optimize Foliage with quad-tree clustering per foliage type
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@@ -10,6 +10,9 @@ struct FoliageInstance;
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// Enable/disable foliage editing and changing at runtime. If your game need to use procedural foliage then enable this option.
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#define FOLIAGE_EDITING (USE_EDITOR)
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// Enables using single quad-tree acceleration structure per foliage actor, otherwise will use quad-tree per foliage type to optimize drawing performance at a cost of higher memory usage.
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#define FOLIAGE_USE_SINGLE_QUAD_TREE 0
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// Size of the instance allocation chunks (number of instances per allocated page)
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#define FOLIAGE_INSTANCE_CHUNKS_SIZE (4096*4)
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