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tipsandtricks [2019/10/03 14:05] – [Changing Position, RotationAngle or Scale] admin | tipsandtricks [2019/10/03 14:08] – [Threading] admin | ||
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The number of polygons you should use depends on the quality you require and the platform you are targeting. For mobile devices, somewhere between 300 and 1500 polygons per mesh will give good results, whereas for desktop platforms the ideal range is about 1500 to 4000. You may need to reduce the polygon count per mesh if the game has lots of characters on screen at any given time. | The number of polygons you should use depends on the quality you require and the platform you are targeting. For mobile devices, somewhere between 300 and 1500 polygons per mesh will give good results, whereas for desktop platforms the ideal range is about 1500 to 4000. You may need to reduce the polygon count per mesh if the game has lots of characters on screen at any given time. | ||
- | ==== Changing Position, RotationAngle or Scale ==== | + | ===== Changing Position, RotationAngle or Scale ===== |
Changing one of the transformation settings or visual properties of a 3D scene object initializes rendering implicity. | Changing one of the transformation settings or visual properties of a 3D scene object initializes rendering implicity. | ||
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</ | </ | ||
- | ==== Threading ==== | + | ===== Threading |
It is not uncommon to use a thread to compute visual property values. But because FMX (and also Gorilla3D) only runs in main thread, we need to synchronize somehow. | It is not uncommon to use a thread to compute visual property values. But because FMX (and also Gorilla3D) only runs in main thread, we need to synchronize somehow. | ||
Synchronization needs to be threadsafe, so everyone uses TThread.Synchronize(nil, | Synchronization needs to be threadsafe, so everyone uses TThread.Synchronize(nil, | ||
- | That okey for many applications, | + | That' |
While " | While " | ||