This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Buffers

The section describes buffer settings. These settings can also be toggled on and off via the Rendering menu.本节介绍缓冲区设置。也可以通过Rendering菜单打开和关闭这些设置。

Buffers settings

Buffers settings缓冲区设置
Lightmap Toggles the G-Buffer lightmap on and off.开启和关闭G-Buffer光照贴图。
Auxiliary Toggles the auxiliary rendering buffer on and off.启用和禁用辅助渲染缓冲区。
Color 16F Toggles the use of 16F texture format for rendering buffers on and off.切换使用16F纹理格式打开和关闭渲染缓冲区。
Depth Pre Pass 启用和禁用深度预传递渲染。启用后,将在渲染序列的开始执行附加的深度缓冲区渲染遍历。
注意
This option can be used to gain performance for well-optimized scenes using LODs and having a low-to-medium number of triangles in case of GPU bottlenecks. In other cases (heavy CAD models, large number of triangles, and CPU bottlenecks), it may reduce performance. Use profiling tools to make sure that a positive effect is obtained.此选项可用于在使用LOD的情况下针对经过优化的场景获得性能,并在GPU出现瓶颈的情况下具有中低数量的三角形。在其他情况下(重型CAD模型,大量三角形和CPU瓶颈),它可能会降低性能。使用分析工具确保获得积极的效果。
最新更新: 2024-08-16
Build: ()