I implemented this solution but the problem I’m seeing is that rendering the starling scene to bitmapdata is really slow. From what I read it’s making a pass back to the cpu. Trying to keep the mesh in sync with the 2d content brings the app to nearly a halt since I’m constantly updating the material.
I found an interesting blog post though on working with texture buffers and using one buffer as the source for another, Ping-Pong AS3 technique. This solution remains within the gpu.
I’m wondering if it’d be possible to do something similar. Render the starling 2d content offscreen into a texture buffer then pipe that into the texturebuffer for the material being applied to the mesh.
I’m still learning all this, so I’d be interested whether this sounds reasonable.