Avoiding Overdraw: So in the case of CPU SubUv animations, is always better to use as much alpha space as possible in each frame of the texture right? In order not to get overdraw problems?
Laggy textures: Its weird that i make such simple textures and i try to use as much alpha space in each frame of the flip book, yet my textures are still laggy when played many times close to the camera and close to each other (its certainly overdraw?). I mean last night i made this one framed texture of a dust base for explosions, its like around 256x256 in size, imported from BMP format, yet this texture will lag more that for example your T_Smoke_SubUV texture which never really lags for some reason.
FlipBook’s center point in SubUV’s: I,m wondering if the center (or anchor point in After Effects terms) of each frame of the SubUv texture has to always be right in the middle of the frame and not at the middle bottom of the frame for example. This will help in the case of animations like rising flame mushrooms or dust that kicks up so i could use more of the frame’s alpha space. Would it be possible to change the center of where the animation runs in each frame?