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Since the whole UI is drawn in one call, there is a limit on the number of textures you can have at once. I needed to have a much higher limit, so I hacked in separate draw calls for each LUISprite object, which lets you have as many different sprites with different textures as you want.
This was done by passing a vector down into render_recursive, and letting each object decide whether or not they want to put in a geometry and shader attribute object. This way, only the LUISprites get an extra draw call.
@tobspr If you think something like this is okay, I can clean it up and hide the functionality behind a define, then make a pull request. My commit is 264434d
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