On 30/01/2013 at 10:13, xxxxxxxx wrote:
is there a smart way to determine if a BaseShader is time dependent, or in other words needs
to be recalculated for each frame ? GetRenderInfo does not seem to provide this information.
how is the shader effector doing this for its live data? maually comparing the first few frames or
some uvw coords does not seem to be very reliable to me.
edit : ok tested the shader effector and it appears that the shader effector simply computes
the shader for each frame. which is fine for the shader effector i guess, but as i will have to
do a lot more samples than the shader effector has do, i wonder if there is an other way,
aside from an interface toggle option.