Thanks, I did some work for this, see the pic below(the left is memory profiling, the right is performance profiling):
And I visited the statistics view of Unity3D(
http://docs.unity3d.com/Documentation/Manual/RenderingStatistics.html, I want to print some of these but I have no idea how to do:
1, VRAM usage: Approximate bounds of current video memory (VRAM) usage. This also shows how much video memory your graphics card has.
2, VBO total: The number of unique meshes (Vertex Buffers Objects or VBOs) that are uploaded to the graphics card. Each different model will cause a new VBO to be created. In some cases scaled objects will cause additional VBOs to be created. In the case of a static batching, several different objects can potentially share the same VBO.
3,Onscreen objects(triangles\vertices).
And another questions:
4, For cloned Object3D(reuse the mesh), will object3d.getMesh().getTriangleCount() return the same number as the origin object3d?
5, Could I get the consuming time of each draw call(or sum)?
6, I have read the default shaders, and I found there is a "precision mediump float;" in defaultFragmentShader.src but a "precision highp float;" in defaultFragmentShaderTex0Amb.src. Could you explain the reason, and how much difference of performance between them will be?