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Reduce minimum capsule/cylinder mesh rings to 0 #82887
Reduce minimum capsule/cylinder mesh rings to 0 #82887
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See #49730, which was rejected in the past. This change in particular might prove controversial (long thin triangles are slow to rasterize):
That said, I still think changing the property hint makes sense to be reduced to 0 as not all cylinders are very long. |
I can undo that change if it's not desired, but I don't know if I agree with the points raised in that issue. Long thin triangles can't possibly be less performant than more triangles, right? |
The issue is that long thin triangles (more than 8:1 aspect ratio roughly) go through a slow path in the GPU hardware. This is also the case for triangles smaller than a pixel. This can lead to situations where rendering more triangles can actually be faster than rendering fewer triangles. This is especially common on mobile GPUs where these slow paths are really slow (due to these GPUs working with a tile-based deferred architecture, known as TBDR). |
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@Calinou I updated the PR to not change the default value. Now it's just the allowed and range hint values. |
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Thanks! |
Fixes #82850
ERR_FAIL_COND
likeTorusMesh::set_rings
already does.