I’m now working for a while on a personal project which is sort of a point cloud renderer and I’m afraid I need your help right now ^^
So far I’m using UPaperGroupedSprites which gave me very good performance because of the instancing approach.
Now I have the following problem: I want to update the rotations and sizes of the individual instances in a efficient manner; the problem is that I, in the end, want to have streaming point clouds, so I have to update the whole dataset (up to millions of instances) basically every frame. So the performance of the scaling/rotating is really crucial.
Now I saw these functions:
SpriteComponent->UpdateInstanceTransform(idx, NewTransform); SpriteComponent->ApplyWorldOffset(vec, false); SpriteComponent->AddWorldRotation(rot);
Unfortunately, all of them throw exceptions and I don’t know why. Can someone maybe explain the usage? I can of course provide you the full source code as well.
One last thing: I also thought about doing the scaling/rotating directly in the sprite shader (because its probably the fastest way) - do you guys think thats possible?
Thanks for your time !