Historically in Peace Engine, render targets have been used for ensuring UI elements render within their proper bounds, and ensuring that things like opacity effects work properly.
However, this stuff can all be done with scissoring and shaders respectively. In order for this to be done however, we need to figure out just how far we can push things like TextRenderer performance-wise. I sense we'll end up redrawing the entire UI every frame, so...making all the engine draw routines as efficient as possible is paramount.
Historically in Peace Engine, render targets have been used for ensuring UI elements render within their proper bounds, and ensuring that things like opacity effects work properly.
However, this stuff can all be done with scissoring and shaders respectively. In order for this to be done however, we need to figure out just how far we can push things like
TextRenderer
performance-wise. I sense we'll end up redrawing the entire UI every frame, so...making all the engine draw routines as efficient as possible is paramount.