ParticleSystem.ResetPreMappedBufferMemory

Cambiar al Manual
public static void ResetPreMappedBufferMemory ();

Descripción

Reset the cache of reserved graphics memory used for efficient rendering of Particle Systems.

In order to efficiently write its data into graphics memory, the Particle System uses a pool of pre-allocated vertex buffers. When rendering a large number of particles, this pool will increase in size, and then maintain this size even when rendering fewer particles afterwards.

Maintaining a large pool can make future rendering more efficient, in situations where a large number of particles are being rendered, and the pool is already pre-sized appropriately. However, a large pool uses more memory, so this function allows that memory to be released.

This method is most useful when you know that you have finished rendering a high number of particles, and will not need to render a similar amount in the near future, i.e. when transitioning from a scene containing a large number of particles, to one where fewer particles will be rendered.

Modern graphics APIs, such as DirectX12, Vulkan and Metal, do not use a pre-allocated pool of vertex buffers, because they can operate efficiently without it. This method does nothing on these devices.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961