Need some advice. I have about a dozen images "mapped" to a background image (jit.qt.movie >> jit.gl.texture >> jit.gl.mesh). When they are in the background I want to use low-res versions of the images (mainly because photoshop does a much better job of scaling than QT/jitter), but when they are moved to the foreground I want to xfade to the high-res versions. I've tried a few options, such as trying to xfade sources of the textures (either via shader or jit.xfade), etc., but haven't been able to get it function right due to the different sizes of the matrices. So my current solution is to have two different textures with two different meshes, and play with the alpha values as they move between foreground and background. I've attached a patch showing what I'm doing.
It works, but my question is: is this the most efficient way of doing this? It takes about a 10fps hit doing this on two meshes at the same time...essentially no hit on one. I know this is a perennial issue in game engine design, but have no idea how it's solved there...and how that might translate into a more efficient process in jitter than I am currently using.
Thanks in advance for any help.