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You can not Sample a texture in vertex shader with regular sampling. You should use SampleLevel and sample a specific mip level of the texture with it. This is because you don't have screen space derivatives (ddx and ddy) in the vertex shader. In the pixel shader those are used to determine the mip level. You can also use texture.Load.


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It turns out that the cube map texture has to be EXACTLY square or OpenGL will break, and for some reason it doesn't throw an error when I do this, so I don't really know if this is a SOIL error or OpenGL error... EDIT: I used a different library to load textures and it seems that the texture still is black when its is not perfectly square.


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Certainly when there is some kind of 'finish' worn off of a surface the albedo/diffuse texture changes, but what is also important is, as you note, the specular highlight as well as any glossiness or reflectivity. This is normally done with a grey-scale texture used as a mask to make the worn off sections look matte while the pristine areas remain glossy.


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Try changing the image using setDrawable() method: loading.setDrawable(new TextureRegionDrawable(new TextureRegion(new Texture("90.png")));


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There are 2 things that I think might make this run faster: 1) Limit the number of images you're attempting to send (e.g. the FPS) (Unity is single threaded, so everything you do has an impact on performance) 2) Make the resulting JPG smaller by scaling the image before Base64 encoding it There are a number of ways to reduce the frame rate, but possibly ...


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There are lots way of optimization including LOD - hig and low poly object display according to camera Culling - show only camera frustam obects mesh combine - combine meshes World streamer (dividing scene into sub-scene then load/unload according to camera position) Maybe what you are talking about is the fourth option divide your scene into multiple ...



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