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Yes, that's definately the problem, speedwise, with A6's views, they are fully rendered views. If only we could do stuff with the resolution for each view individually and stretch it out or stuff like that. In combination with the no_render flag or whatever it's called, it's possible to get higher speeds. Still, at the moment only full screen post processing done by a shader on a entity in front of the screen have low frame rate impacts, but off course I could be doing all kinds of things totally wrong here ...
Cheers
You're right here about using an entity in front of the screen. The only other option is to render a true screen quad in screen space using a DLL. This would actually work pretty well, and would possibly allow the entire process to be done without GlowCamera (point Camera to render to the texture instead, nuke the screen entity that would obstruct it, then render the quad after all of this happens, overlaying what was rendered by the camera).
Would be a fun process...
-Rhuarc
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