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Various grammar and spelling fixes
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@@ -65,7 +65,7 @@ other). This can be done by artists, or programmatically within Godot using an a
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There is also a cost to batching together objects in 3D. Several objects
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rendered as one cannot be individually culled. An entire city that is off-screen
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will still be rendered if it is joined to a single blade of grass that is on
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screen. Thus, you should always take objects' location and culling into account
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screen. Thus, you should always take objects' locations and culling into account
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when attempting to batch 3D objects together. Despite this, the benefits of
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joining static objects often outweigh other considerations, especially for large
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numbers of distant or low-poly objects.
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@@ -134,7 +134,7 @@ the project or the environment. The pipeline precompilation system will keep
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track of these features as they're encountered for the first time and enable
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precompilation of them for any meshes or surfaces that are created afterwards.
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If your game makes use of these features, **make sure to have an scene that uses
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If your game makes use of these features, **make sure to have a scene that uses
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them as early as possible** before loading the majority of the assets. This
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scene can be very simple and will do the job as long as it uses the features the
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game plans to use. It can even be rendered off-screen for at least one frame if
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