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Different Uniform values for multiple scene objects #1417

Answered by robertosfield
nolankramer asked this question in Q&A
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This TransferTask dirty/update mechanism is designed for data that is updated between frames, rather than changes during the record traversal for the same texture/uniform/buffers.

Changing data between rendering calls is something best left to push constants, or data that is updated locally in GPU memory by a compute shader. This applies to general rendering works, not just VulkanSceneGraph applications.

If you want to render the same objects but with different sets of values then you are better off using different uniforms/texture/buffers/push constants.

As a general comment, there is usually lots of different ways to achieve the same end results with rendering algorithms so knowing wher…

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