as a question. i presume vvvv independently renders all objects on all viewports
vvvv renders viewport 1, therefore sets up viewport 1, renders object A, gpu performs vertex shader, etc
vvvv renders viewport 2, therefore sets up viewport 2, renders object A, gpu performs vertex shader, etc
if we could make it so that when vvvv looks at object A, it can see by its render state which viewport it is intended to be rendered on (-1=all, 0,1,etc)
then we save some rendering time by avoiding draw calls for objects not intended for that viewport
this paradigm only works if the patcher is deciding to work that way
e.g. I use the paradigm that:
- viewport 0 = projector 0
- objects on viewport 0 are normalised to -1,1 (no view/projection transform)
- objects on viewport 1 are superimposed on objects on viewport 0, but we only see the correct viewport’s objects for any given viewport.
It works quite well for me, and can easily reorganise viewports.