There's a noticeable performance bottleneck when modifying a mesh with a lot of faces (anything over 800k on my Radeon 7) - which makes sculpting with the shader running less fun.
My assumption is that it's the step of extracting vertex/triangle arrays from the mesh and uploading that back to the GPU on every change - but I don't know a more performant way to do it and stay in Python-land.
There's a noticeable performance bottleneck when modifying a mesh with a lot of faces (anything over 800k on my Radeon 7) - which makes sculpting with the shader running less fun.
My assumption is that it's the step of extracting vertex/triangle arrays from the mesh and uploading that back to the GPU on every change - but I don't know a more performant way to do it and stay in Python-land.