billyV Posted February 18, 2023 Share Posted February 18, 2023 Have come into a scenario where I have up to 10 large spine objects on screen, all of which are using two masks to simulate “sliding doors”. Masks are set at the top and bottom and the sprite is slid up underneath the mask. Not very performant. I had a couple of ideas for alternative, either to render to a render texture and then update that every frame, or - and this is where I’m really wanting some feedback: to just update the texture frame and then call the updateuvs(), to simulate the mask. Just was interested in some feedback about whether this is still a legitimate (and performant) way to animate (I did stuff like this years ago on the Amiga). Quote Link to comment Share on other sites More sharing options...
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