I need to know this for performance reasons. Let’s say we have any amount of render textures being drawn (in a grid) to another render texture. Will the render texture that are organized in a grid that are being drawn to another render textures get culled or will only main render texture get culled?
Also if the first instance isn’t the case, would it be faster to render just a bunch of render textures in a grid (and maybe use like a double indexed array to cull them yourself) or to just use one big render texture?
Why am I asking this? Well I am making a space game with cells (I do the culling myself) and I need to know if it’s faster to just render one render texture per cell or to make each cell contain a grid of render textures (or to make each cell inside a grid a grid of cells and inside each cell of that a grid of cells (hopefully I explained that correctly)) That’s my real question.
Basically I’m asking what would be the fastest?