I’m using a StandardMaterial with disableLighting=true, but I was wondering if that is officially the best way to use materials for 2D games (where performance is key, and no shading, shadowing, etc will be used)?
Also, if I have multiple Planes created with the MeshBuilder (updatable defaulting to false), will the engine take care of only creating the buffer for the plane once (as opposed to a 1000 buffers if I have a 1000 planes)?
For unlit: Yes, StdMaterial with no lighting is the fastest
For geometry sharing, you have to clone the initial planes (plane.clone()) or even better use instances if you can: Use Instances - Babylon.js Documentation
Thank you! In my use case, I have multiple planes with different materials (each having a different diffuseTexture). Is there some kind of instancing even in this scenario, maybe via texture atlases?
Out of curiosity, what’s the effect of the updatable flag, how does the engine use it?
It’s getting a bit offtopic but I’m still curious. How do you have control over that via WebGL(1)? Is it just about the “usage” parameter of the bufferData method or something more involved?