Hi,
I am trying to render a large custom mesh (with 256^2 vertices) and have that over the map, and adjust vertex transparency to implement FOW(Fog Of War), I've noticed that the cpu usage goes way up when I load the large mesh, I thought that it wouldn't impact the cpu usage much as a sizable part of the mesh isn't on screen.
This leaves me with a couple options:
1. I could split the mesh into smaller chunks and load them as needed (seems difficult, and I'm not sure if it'll even work?)
2. Reduce number of vertices on the mesh (but this would leave me with low resolution, suboptimal)
3. Try an entirely different approach for implementing FOW (any ideas?)
Thanks In advance