Decals will now be processed into a list in the processing pass, allowing to use the vertex buffer even on GL3 hardware and to offload this part of the work to a multithreaded worker task. |
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| .. | ||
| compatibility | ||
| data | ||
| dynlights | ||
| models | ||
| renderer | ||
| scene | ||
| shaders | ||
| stereo3d | ||
| system | ||
| textures | ||