Thanks for the replay, that was a great idea. The macro was super helpful!
Check it out in action (from left to right in that little area: bush, chair, UE4 material previewer, rock):
I’m getting happy with the resolution of the effect, it’s starting to look promising on complex geometry:
Now I just need a way to efficiently render the points. My ideas are:
- Instanced Static Meshes. Instead of using a draw debug point, I could use an instanced static mesh of, say, a small cube. From my understanding, using an instanced static mesh is efficient because it doesn’t create a new instance every time the mesh is drawn. Is this feasible, and if so, how to implement?
- Procedural Mesh Generation. Could it be possible to take the points of projection in 3D space, store them in an array, and create a single mesh using the projection points as vertex points? Would it then be possible to display that mesh as just vertex points?
- Sprites? Aren’t 2D graphics less expensive than 3D graphics? Can I simply display a 2D square at each point? It’s essentially what I’m doing now, but I’ve read that the debug points are an expensive process.
Any help, ideas, insight, or examples?
Thanks in advance.