Material Defined Decals

Expanding and utilizing the engine via C++.
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by Azaezel » Tue Mar 21, 2017 2:36 am
SSDR is a more GPU driven version of what we've got now (currently the cpu essentially breaks decals up into sub-strips and wraps em that way). While I'm aware of at least one person casually looking into that end in their free time, swapping underlying methodologies wouldn't have an effect one way or the other on sticking to a specific face while it moves around.
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Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Tue Mar 21, 2017 2:41 am
yea u still need to have an offset based on the object its attached to but i was just thinking that ssdr may have less of a hit on performance when there are a lot of particles maybe
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