using render targets in this way, what’d the perfomance impact be in your estimate? In three, we’d draw a screen quad behind the scene, basically. Impact next to none.
About perf it has no additional cost as we render the background texture only once and then it will only be one draw at the begining of each frame to blit it full screen.
The warning might come from the fact the varying are not aligned with the default vertex shader you could override.
The warning might come from the fact the varying are not aligned with the default vertex shader you could override.
I am sorry I don’t understand what that means I haven’t included any custom vertexShader or anything for now, just attempted a straight port.
Since the fixed PG you linked to doesn’t work in 4.1 if I step down versions, I’ll assume this won’t work below the later beta versions? We are running on 4.1
(the old PG doesn’t work in 4.1. either using old API, haha)
Yeah, we’re on 4.1 unfortunately. Seems to be an in-between version, as the OLD playground’s code using onCompileObservable doesn’t work, and neither does the new executeWhenCompiled, haha (if you step down to 4.1 in https://www.babylonjs-playground.com/#J3FUED#10 it won’t either)