Performance optimizations, reducing redundant GL calls

This commit is contained in:
2013-04-24 15:51:57 -07:00
parent e6207fbb83
commit 0c67ffbbd1
19 changed files with 267 additions and 151 deletions

View File

@@ -122,10 +122,12 @@ void KRDirectionalLight::render(KRCamera *pCamera, std::vector<KRLight *> &light
light_direction_view_space.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE]);
m_color.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR]);
GLDEBUG(glUniform1f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
m_intensity / 100.0f
));
if(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY] != -1) {
GLDEBUG(glUniform1f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
m_intensity / 100.0f
));
}
// Disable z-buffer write
GLDEBUG(glDepthMask(GL_FALSE));