Performance optimizations, reducing repeated matrix calculations
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40143
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@@ -62,9 +62,9 @@ public:
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#if TARGET_OS_IPHONE
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void render(KRCamera *pCamera, int childOrder[], std::set<KRAABB> &visibleBounds, KRContext *pContext, const KRViewport &viewport, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass, std::set<KRAABB> &newVisibleBounds);
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void render(KRCamera *pCamera, std::set<KRAABB> &visibleBounds, KRContext *pContext, const KRViewport &viewport, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass, std::set<KRAABB> &newVisibleBounds);
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void render(int childOrder[], KROctreeNode *pOctreeNode, std::set<KRAABB> &visibleBounds, KRCamera *pCamera, KRContext *pContext, const KRViewport &viewport, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass, std::vector<KROctreeNode *> &remainingOctrees, std::vector<KROctreeNode *> &remainingOctreesTestResults, std::vector<KROctreeNode *> &remainingOctreesTestResultsOnly, std::set<KRAABB> &newVisibleBounds, bool bOcclusionResultsPass, bool bOcclusionTestResultsOnly);
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void render(KROctreeNode *pOctreeNode, std::set<KRAABB> &visibleBounds, KRCamera *pCamera, KRContext *pContext, const KRViewport &viewport, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass, std::vector<KROctreeNode *> &remainingOctrees, std::vector<KROctreeNode *> &remainingOctreesTestResults, std::vector<KROctreeNode *> &remainingOctreesTestResultsOnly, std::set<KRAABB> &newVisibleBounds, bool bOcclusionResultsPass, bool bOcclusionTestResultsOnly);
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#endif
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