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Clustered performs the following shadow rendering steps 1. Process objects [0; 10) for cascade 0. 2. Process objects [10; 30) for cascade 1. 3. Process objects [30; 100) for cascade 2. 4. Upload objects [0; 100) to GPU. 5. Draw all cascades. Mobile was supposed to be doing the same, but instead was doing: 1. Process objects [0; 10) for cascade 0. 2. Upload objects [0; 10) to GPU. 3. Process objects [10; 30) for cascade 1. 4. Upload objects [0; 30) to GPU. 5. Process objects [30; 100) for cascade 2. 6. Upload objects [0; 100) to GPU. 7. Draw all cascades. That is, always reuploaded everything from scratch. Therefore it pointlessly (and with geometric growth) wasted BW.