Quote: "Without seeing the code that implements the shader it is hard to say, but, as the shader appears to work with a screen rendered to an image, the thing that springs to mind would be that those objects are not being rendered to that sampled image. Maybe to do with a sync mask or something? It certainly looks like its the camera being set to an image that is causing the issue from what I have to go on here."
Good point. I double checked and can confirm that they are being rendered to the image when using
set object transparency <obj>,0, but they aren't rendered when using
set object transparency <obj>,2. I'm not using masks or anything... I'll throw together a simplified example as soon as possible so you can see exactly what I'm doing.
Quote: "@TheComet
off topic: just saw minimap on your screen... how did you optimized such quantity of objects?!"
Years of eating Kit Kat Chunkies my friend...
No the real reason is quite simple: How many objects do you see on the screen at any point in time? DBP handles off-screen objects with good care, so I didn't even see the need to program some kind of show/hide system for the grid.
Also, to anyone who's interested, I actually tried that "add all objects as limbs to a central object" trick, and the frame rate dropped to 30 fps! I undid that again so each tile was it's separate object, and the fps went back up to a constant 60.
Limbs are only more efficient when you want the entire object to be on screen.
TheComet