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Description
Need a way to represent and render static world meshes.
They'd render in one single call-to-GPU (as opposed to one per shape).
If more than one texture is used, they should combine all textures into a reference atlas
(Probably with easy methods to share the atlas between different property instances, esp. for ones with similar texture sets)
This would be used to accelerate static world rendering.
Would need an easy init/destroy set for EG level changes, or world geometry updates.
Would be nice to have a utility to take a set of models and their position/scale/orientation, and convert them to a single property data set for use with the above.