Originally Posted by lightspark
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I suppose I mistook the implication. It would seem logical to be able to reuse a mask object across various
frames (like instances) though that line of reasoning probably is a result of my jumping around between various language and graphics platforms and probably doesn't make sense in the context of this game.
And yeah, the masks are positioned relative to the frame, I merely spoke in relation to the texture since that's what's actually being masked.
As far as the lag goes, I haven't noticed it in my testing on live but I have been crashing on occasion due to being out of memory (which doesn't make any sense given that I'm running 16gb with nothing else running).