HI Michael,
This is no trivial tasks. You'll need to grapple with the internals
of RenderStage/RenderBin/RenderLeaves that the cull traversal
populates and the draw traversals reads. I'm afraid I don't have the
time to walk you through all this.
There are probably other ways to tackle this task
Hi Robert,
I need to update many textures every frame, but ideally I'd only update
those that will actually be drawn.
So after I've called SceneView::cull() what's the best way to identify
all textures to be drawn?
The maximum size at which the textures will be drawn is also important,
so how c
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