Hi there.
In our game we have a feature that lets users draw on the map. I have implemented this as a render texture from a camera with no clear flags and it is working very well.
The only issue is that in order to cover enough area I need to make the render texture so big that it looses all of its clarity, I can’t increase the resolution anymore as it seems to be causing performance issues (game runs on webgl)
The only solution I can think of now is dividing the area into a bunch of separate render textures for each section of the map. I’ve done some testing and it looks like this approach will fix the performance issues. I’m just wondering if this is the best case I can do? I need them to be textures because I also have to save the entire drawing/drawings and sync them over our third party multiplayer network. Any feedback is appreciated thanks.