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Since the UV layout doesnt change across time, the islands need to be marked only once. I dont remember why it is 2 and not 1 there, seems like like this would mark the islands twice instead of once (which is wasted performance, other than that has no effect).
Alternatively you can write a function that calls drawprocedural and dispatchCompute, and call them once on start or something instead of packing it in a command buffer and removing it after it has been executed once.
So short answer, the construct is there to call a series of GPU commands only once, seems like it is doing it twice, I am not sure why I did that at the time, maybe there was a reason like something not having been initialized on frame one or something. You can change that to one and if everything works as intended, then that is just a mistake
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IRCSS commentedon Jan 8, 2021
Since the UV layout doesnt change across time, the islands need to be marked only once. I dont remember why it is 2 and not 1 there, seems like like this would mark the islands twice instead of once (which is wasted performance, other than that has no effect).
Alternatively you can write a function that calls drawprocedural and dispatchCompute, and call them once on start or something instead of packing it in a command buffer and removing it after it has been executed once.
So short answer, the construct is there to call a series of GPU commands only once, seems like it is doing it twice, I am not sure why I did that at the time, maybe there was a reason like something not having been initialized on frame one or something. You can change that to one and if everything works as intended, then that is just a mistake