Yeah my experience is an animation will add a draw call – like everyone’s posted. Personally I don’t think using separate small textures for animated parts is a good idea. For me reducing the number of texture maps should still be the goal (along with all the other things that reduce render load).
I can’t speak for FSX but working with another game engine we were told not all draw calls were equal. This particular engine had a feature, I think we called it a soft-draw-call, were separate draw calls that used the same texture map were handled differently. In such a case the texture was carried forward and made for a quicker draw. Take this anecdote with a grain of salt…the discussion was years ago and I can’t say I had a great grasp on the technical concepts...plus it wasn't FS. But the take away message to the team was - fewer texture maps mean better performance.
Eliminating any unnecessary draw calls makes an efficient model…but with 3D gauges and such we’re still going to have plenty of draw calls
I can’t speak for FSX but working with another game engine we were told not all draw calls were equal. This particular engine had a feature, I think we called it a soft-draw-call, were separate draw calls that used the same texture map were handled differently. In such a case the texture was carried forward and made for a quicker draw. Take this anecdote with a grain of salt…the discussion was years ago and I can’t say I had a great grasp on the technical concepts...plus it wasn't FS. But the take away message to the team was - fewer texture maps mean better performance.
Eliminating any unnecessary draw calls makes an efficient model…but with 3D gauges and such we’re still going to have plenty of draw calls
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