diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index fa6d28c1311..100385d8aba 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -4,7 +4,9 @@ Node used for displaying a [Mesh] in 2D. - Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be automatically created from an existing [Sprite2D] via a tool in the editor toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport. + Node used for displaying a [Mesh] in 2D. This can be faster to render compared to displaying a [Sprite2D] node with large transparent areas, especially if the node takes up a lot of space on screen at high viewport resolutions. This is because using a mesh designed to fit the sprite's opaque areas will reduce GPU fill rate utilization (at the cost of increased vertex processing utilization). + When a [Mesh] has to be instantiated more than thousands of times close to each other, consider using a [MultiMesh] in a [MultiMeshInstance2D] instead. + A [MeshInstance2D] can be created from an existing [Sprite2D] via a tool in the editor toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport. $DOCS_URL/tutorials/2d/2d_meshes.html diff --git a/doc/classes/MultiMeshInstance2D.xml b/doc/classes/MultiMeshInstance2D.xml index 0d8a0e136a2..40ae215bbe1 100644 --- a/doc/classes/MultiMeshInstance2D.xml +++ b/doc/classes/MultiMeshInstance2D.xml @@ -4,7 +4,7 @@ Node that instances a [MultiMesh] in 2D. - [MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] resource in 2D. + [MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] resource in 2D. This can be faster to render compared to displaying many [Sprite2D] nodes with large transparent areas, especially if the nodes take up a lot of space on screen at high viewport resolutions. This is because using a mesh designed to fit the sprites' opaque areas will reduce GPU fill rate utilization (at the cost of increased vertex processing utilization). Usage is the same as [MultiMeshInstance3D].