Michael Turutanov
Michael Turutanov
After Unity's mesh updates were optimized, double buffering will still perform faster than a single mesh, but the difference will not be as noticeable as before. Still, having a spare...
[A forum post on the current state of mesh updates](http://forum.unity3d.com/threads/118723-Huge-performance-loss-in-Mesh-CreateVBO-for-dynamic-meshes-IOS?p=1292009&viewfull=1#post1292009)
That's a valid point. At least MarkDynamic() works wonders for my target. However, I think that mesh double buffering can still be a valid optimization.
I'm sorry, i messed up the report again. Obviously, it's not 10ms over 1 iteration, it's 10ms over 200 iterations, but in the long run, it doesn't really matter, because...
On the other hand, I thought that eliminating subpixel positioning by snapping vertices to points may not be a bad idea after all. It will also allow people to use...
I don't think a call to a single native method will cause any significant overhead, I even think that it will be a tiny nice optimization (don't update vertices if...