I very rarely need to re-calculate the shadings of objects. Usually the
light is too far away to even be able to notice the shadings change anyway.
But it's still very heavy on the processor.
I have come up with a workaround for this however. Which is to turn off
cullings, render the object, grab its outputBitmap with
material.getOutputBitmapDataFor(), and then put that bitmapData in a
bitmap-material and assign it to the object and then turn cullings back on.
This *significantly* improves the performance. And it even makes it look
better as well, since it gets rid of the artifacts shaders tend to cause,
e.g. the black lines that appears along edges.
However this doesn't solve the issue I'm having now where I want to only
recalculate the shading for just a few faces of a mesh.
I don't know how I would do that without re-shade the whole thing.
Preferably I would like to be able to turn off shading-update off and also
have the possibility to re-shade specified faces.
I wouldn't mind a temporary workaround for re-shading faces if it's
currently possible somehow.
Original issue reported on code.google.com by ogg...@gmail.com on 6 Sep 2008 at 11:34
Original issue reported on code.google.com by
ogg...@gmail.com
on 6 Sep 2008 at 11:34