Alright I'm not gonna dispute you on this
Instead of assigning different textures to different meshes you assign the same texture to all meshes, then select a layer via texture coordinates.
Change your texture coordinates from 2D to 3D. The z dimension selects a layer from the array: (0, 0, 0) is at the corner of the first layer, (0, 0, 1) is at the corner of the second layer, etc. This will get you bleed-free, mipmapped texturing without any state switches.
But it doesn't really matter if you don't change your data because you're still gonna have 1,000 tiny meshes and 1,000 draw calls.
@slime can you split this thread? This discussion doesn't really belong here.
Fast Mesh Vertex Setting
- Gunroar:Cannon()
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Re: Fast Mesh Vertex Setting
Does @ , like in other forums, notify the person you're talking about. I thought only quotes work (I can't tell since when everyone does me they do @gunroar My fault).
Re: Fast Mesh Vertex Setting
Nope, but I would expect that the only active moderator still reads every post, even though xe chooses to ignore requests like this.Gunroar:Cannon() wrote: ↑Sat Nov 27, 2021 10:16 am Does @ , like in other forums, notify the person you're talking about
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