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If Retainer Box is used, the Texture Resource corresponding to Retainer Box will be rendered to Back Buffer. ![]() Slate Render: Render Draw Elements to Back Buffer. If Retainer Box is used, Draw Elements will be rendered to Rtain Target of Retainer Box. In the Render Thread, Slate rendering is divided into two steps: The last User Widget will generate one or more Draw Elements and pass the Draw Elements to the rendering thread for rendering, where each Draw Element corresponds to a Draw Call. In this process, the corresponding Vertex Buffer will be generated according to the type and parameters of the Common Widget, the Render Transform of the Common Widget will be calculated into the Vertex Buffer, and the batch merge will be performed according to the information such as Layer ID and Material. OnPaint: Traverse the tree from top to bottom to calculate the Draw Elements required for rendering. Prepass: Traverse the tree from bottom to top to calculate the ideal size (Desired Size) of each Widget. In the game thread (Game Thread), Slate Tick will traverse the Widget Tree twice per frame. Schematic diagram of the basic rendering process: Panel Widget: It will not be rendered and used to lay out Child Widget, such as Canva Panel, Grid Panel, Horizontal Box, etc.Ĭommon Widget: used for rendering, will be generated into the final Draw Elements, such as Button, Image, Text, etc. Widget Tree: Each User Widget is stored in a tree structure. User Widget: corresponds to a user interface. The UI optimization method introduced in this article is not only applicable to mobile platforms, but also has a great performance improvement for complex UI systems on other platforms (such as PCs and hosts). #UNREAL COMMANDER TREE VIEW HOW TO#Today I will give you a special introduction on how to do UI optimization on UE4. They feel that after opening the UI on the mobile phone, the performance declines quickly. We have received some complaints from domestic developers before. Today I will introduce you to the UI optimization experience of UE4. Hello everyone, I'm Guo Chunbiao, a developer support engineer at Epic Games. Guo Chunbiao introduced the UI optimization techniques in Unreal Engine 4 to the developers present.
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