Hello, and I have been looking to reduce the overhead of enabling glow in the scene by controlling the list of meshes which are included or excluded from the list of meshes attached to the GlowLayer (as described here).
Can I ask what is the expected behaviour of the following PG:
There are three meshes in the scene, including the root mesh imported by glb, and the scene makes 9 draw calls (and only two with the glow disabled). This would suggest that all three meshes are being called once per glow pass (horiz and vert).
In the following PG I have added all of the meshes (including the root) to the exclude mesh list (and removed the unnecessary getChildMeshes()[0] call).
This increases the number of draw calls to 11, despite all scene meshes being marked as excluded.
In the following PG I have set include and exclude values for each of the meshes individually.
This decreases the number of draw calls from 11 to 10, although it gives the appearance I believe was expected by the scene setup (glow only on the light mesh).
In the following PG I have used only the include method and disabled emissive color and texturing on all meshes besides the light.
This gives the appearance I would expect and also offers the easiest way of setting up the scene (using inclusive without needing to set exclusive on the other meshes). However, it makes 10 draw calls, which would suggest an exponential increase in calls and be totally unusable for more complex setups.
Finally, I have added emissive color back to the other meshes and followed the previous pattern of including only the required meshes.
This also results in only the desired meshes participating in the glow effect, despite the emissive value being > black for the Wall material.
Thank you for reading this far.
How can I enable the glow layer without creating the additional draw calls for unincluded meshes in the scene? Is the behaviour mentioned above expected or the result of shader and rendering updates which have broken what may have once worked?
r