c++ - OpenGL ES 2D scene, multiple scene graph trees for different elements -
within opengl es project debating whether create scene graph gui , separate 1 actors. allow me control gui system , transform without effecting scene , vice versa.
however, wondering, if have implications on speed or if not idea.
are there approach or design philosophies should considering @ stage?
why can't gui , actors sibling nodes in same scene graph?
as long have separate transforms, can control them independently of each other.
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