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however, this was never an issue. The RenderTarget is only updated once and both render_scene passes affect the per-target render-queue mask. The render_quad pass is sorted-in accordingly.
similar to what is suggested in the 2.0 slides p. 45 and following.
The given example is:
however, this was never an issue. The RenderTarget is only updated once and both render_scene passes affect the per-target render-queue mask. The
render_quad
pass is sorted-in accordingly.On the other hand:
will update the RenderTarget twice and hence do the culling again.
If neither viewport nor camera changed between target calls, we can skip _findVisibleObjects.
Possible gains:
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