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Drawcall batching

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224
Country
sweden
Hi guys and "Arno :stirthepo

I have 78 lightpoles in a scenery placed with Instant scenery which would end up with 76 drawcalls.
How can I merge them so FSX read it as 1 drawcall. I have played Arnos tutorial 5 times and I end up
with black textures evey time and no Drawcall batching. What do I do wong ?

Your help is appreciated.

Chico
 
Hi,

All you would have to do is enable drawcall batching on the object and update your object library. After that they would be one drawcall.
 
Hoi Arno!

Thank you for your reply but I need a little more information.
I have one BGL for this lightpole and a placement file for all 78 objects.
The same thing goes for the 300 cars on six parkinglots.

If I open this "lightpole bgl/mdl" with MCX and make the "drawcall batching" will it
include all 78 lightpole's ?
 
Hoi Arno!

Thank you for your reply, but I need a little more information.
I have one BGL for this lightpole and a placement file for all 78 objects.
The same thing goes for the 300 cars on six parkinglots.

If I open this "lightpole bgl/mdl" with MCX and make the "drawcall batching" will it
include all 78 lightpole's ?

If this work's I should get 20 more frame's, sounds to good to be true.

Dank U well for helping.

Chico
 
Hi,

Yes, you update the object in the library bgl and then fsx will combine all instances that you place in one drawcall while rendering. So you don't have to change the bgl where you placed the objects.
 
The placement BGL only refers to the object by its GUID. As long as your new object uses the same GUID as the original pole, then all 78 will be changed over and your drawcalls will be reduced. You will know the same GUID is used if the poles still show up using the new library BGL file.
 
Thank you very much Arno and Tom!

I think I got it now but it does not work on every object so I have to study more.
Roby is teaching me new things in MCX all the time and I must say" wow what a wonderful tool"

Take care and thank's a lot.

Chico
 
Note that drawcall batching cannot be done on models that contain LOD models, so it may not always work.
 
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