What are some effective batching techniques in C++ graphics APIs?
Batching techniques in C++ graphics APIs help reduce draw calls and improve performance. Common methods include static batching, dynamic batching, and instancing.
Can you explain static batching in more detail?
Static batching combines multiple static objects into a single mesh, reducing the number of draw calls. It's effective for objects that don't move.
What about dynamic batching? How does it differ?
Dynamic batching is used for moving objects. It groups them into a single draw call at runtime, but it has some performance overhead compared to static batching.
Are there any limitations to these techniques?
Yes, static batching can increase memory usage, while dynamic batching may not be suitable for all scenarios due to its overhead.
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