Hi all.
For a research project I have the following problem:
I have objects, which are visualized by a View-depended Texture Mapping approach. That means, I have a script which assigns different textures to an object, dependent on the viewing direction. The textures are hold in a Texture2D array. Obviously, Unity has no hint about which textures are most likely to be viewed next. Now, if the number and size of the textures exceeds available GPU memory, recopying actual textures to it may produce unwanted lags and/or reduced framerates.
Is it possible to get the involved mechanisms under control by a script? In such a script I would know the textures which are most likely to be next.
I haven’t found indication in the manual on how Unity is handling that or if it can be controlled in any way.
Thanks!