Cool, looks good, you'll need to do 2 more things.
At any point where we call damageRegion () from within unity, you need to disable our handler so as to not get the "feedback effect" (such that we don't update damage on our own updates)
Also bonus points for disabling damage region updates after UnityScreen::paintDisplay is called and re-enabling them just before ScreenEffectFramebufferObject::bind () is called.
Cool, looks good, you'll need to do 2 more things.
At any point where we call damageRegion () from within unity, you need to disable our handler so as to not get the "feedback effect" (such that we don't update damage on our own updates)
cScreen- >damageRegionSe tEnabled (this, false); >damageRegion (reg); >damageRegionSe tEnabled (this, true);
cScreen-
cScreen-
Also bonus points for disabling damage region updates after UnityScreen: :paintDisplay is called and re-enabling them just before ScreenEffectFra mebufferObject: :bind () is called.