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	<title>Comments on: Draw Calls</title>
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		<title>By: col000r</title>
		<link>http://blackish.at/blog/2008/11/draw-calls.html#comment-26</link>
		<dc:creator><![CDATA[col000r]]></dc:creator>
		<pubDate>Wed, 27 May 2009 09:02:19 +0000</pubDate>
		<guid isPermaLink="false">http://blackish.at/blog/2008/11/draw-calls/#comment-26</guid>
		<description><![CDATA[well, you could put them all in one mesh, add a bone to every single ball and move the bones around via script. I think someone on the unity-forum tried this and reported positive results...]]></description>
		<content:encoded><![CDATA[<p>well, you could put them all in one mesh, add a bone to every single ball and move the bones around via script. I think someone on the unity-forum tried this and reported positive results&#8230;</p>
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		<title>By: Rodrigo Chips Scharnberg</title>
		<link>http://blackish.at/blog/2008/11/draw-calls.html#comment-20</link>
		<dc:creator><![CDATA[Rodrigo Chips Scharnberg]]></dc:creator>
		<pubDate>Fri, 13 Mar 2009 20:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://blackish.at/blog/2008/11/draw-calls/#comment-20</guid>
		<description><![CDATA[Basically this means that if you have 300 balls bouncing on the screen, that you can interact with them you&#039;re screwed, and there is nothing to be done to reduce the number of drawcalls on the screen?]]></description>
		<content:encoded><![CDATA[<p>Basically this means that if you have 300 balls bouncing on the screen, that you can interact with them you&#8217;re screwed, and there is nothing to be done to reduce the number of drawcalls on the screen?</p>
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		<title>By: Aras Pranckevicius</title>
		<link>http://blackish.at/blog/2008/11/draw-calls.html#comment-4</link>
		<dc:creator><![CDATA[Aras Pranckevicius]]></dc:creator>
		<pubDate>Thu, 06 Nov 2008 12:48:00 +0000</pubDate>
		<guid isPermaLink="false">http://blackish.at/blog/2008/11/draw-calls/#comment-4</guid>
		<description><![CDATA[Regarding light: the calculation is true only for pixel lights. Vertex lights are rendered in one draw call (vertex+ambient is rendered in one call as well).&lt;br/&gt;&lt;br/&gt;Of course, some shaders might be more complex; i.e. some shader might have two passes (=two draw calls) no matter what is the lighting setup.&lt;br/&gt;&lt;br/&gt;Also, realtime shadows complicate the calculation as well (one draw call for each shadow caster).]]></description>
		<content:encoded><![CDATA[<p>Regarding light: the calculation is true only for pixel lights. Vertex lights are rendered in one draw call (vertex+ambient is rendered in one call as well).</p>
<p>Of course, some shaders might be more complex; i.e. some shader might have two passes (=two draw calls) no matter what is the lighting setup.</p>
<p>Also, realtime shadows complicate the calculation as well (one draw call for each shadow caster).</p>
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