So is it the DUI or the runtime texture that makes it wasteful, or both?
I’m just experimenting with rendering some dynamic(but static ones generated) graphics trough a DUI and stamping that on a runtime texture.
What I’ve found so far is that I can destroy the DUI and keep the texture, hopefully that’s okay.
I’ve just took a quick look at the original bug.
What I’m getting is that any DUI resolution beyond my game’s resolution isn’t rendered.
Here is a DUI rendered with DrawSpritePoly with a red line drawn separately to indicate where the sprite is drawn:
Ya, this should show the problem: dui-cutoff.zip (1.0 MB)
I was playing around with this example, and noticed the runtime TXD doesn’t work as I expected.
Rendering multiple DUIs to the same TXD but different TXNs creates a blank render.
So I ended up changing them to all separate TXDs.