Hi Christion,
you could use a switch above the 2 geometries or different cullmasks for
the geodes and control it via the cameras cullmask/setting the switch
before culling
Hey all,
I have a shadowed scene that hosts a detailed city model and some
15000 objects using instanced geometry that also casts shadows. The
instance positions are provided through a 2D float texture (128x128)
to the vertex shader.
To reduce the render times I was thinking that I should maybe replace
the geometry of these instanced geometries with something much
simpler. My shadow resolution is coarse and observers likely wouldn't
notice the difference.
Could it be a good idea to install a NodeCallback on the instanced
geometry that replaces the Geometry of the geode with a cube while
we're in the shadow camera pass, and reinstalls the original object
when we're in the main camera pass? If possible I would like to avoid
the overhead of having a second instanced geometry for just the shadow
casters, as updating this 128x128 comes with some costs - and simply
swapping out the geometry should accomplish that.
Christian
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