We are making good headway with Urho3D for our port to 3D.
One thing our mapping app does is deals with 1000’s of dynamic lines, rendered over a map, and bodies of water (filled shapes). We have it all rendering very nicely now (anti-aliased lines with outlines)… but need to make it more efficient.
How do you modify Custom Geometry vertex locations from UrhoSharp? Does it allow access to modify the actual vertex data directly? Or do you have to modify it in a source array and just use “SetData()” to set the new data (which means you need two copies)… Namely, since we change it so often, we’re wanting to NOT thrash memory by recreating a new data array in memory each iteration. Instead we’d just like to modify vertex data in-place, and re-use it (no memory allocations required after the first big one).
Does anyone have hints about the more efficient way to do this?