Changing only part of a Material2d and efficient update on GPU #12517
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Droggelbecher
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I'm using the
AsBindGroup
derive macro to create a custom Material2d. Let's say for simplicity it has a uniform and a large storage buffer. Updating that large buffer frequently is obviously expensive, but luckily in my application it changes only rarely.Now, the issue is that even if I just update the uniform, it seems bevy will still do a full reupload of the storage buffer.
So my questions are:
I'm currently working around this with putting the "small" data into vertex attributes, needless to say this is non-ideal, as I have to duplicate it for each vertex.
Thanks in advance for any pointers :)
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