Added ability to store position, normal, tangent, and uv vertex attributes using GL_SHORT to reduce memory consumption and bandwidth.
Now taking advantage of GL_EXT_discard_framebuffer to reduce extraneous memory copy operations in the PowerVR driver Implemented native support for Maya's extended scene graph node attributes (pre-transform, post-transform, pivot sets, scale compensation) Debugging of broken skinned mesh renderer in progress
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@@ -96,13 +96,13 @@ void KRPointLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_
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GLDEBUG(glDisable(GL_DEPTH_TEST));
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// Render a full screen quad
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m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, NULL, 0, true, false, false, true, false, false, false, true);
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m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, NULL, 0, KRENGINE_VBO_2D_SQUARE_ATTRIBS, true);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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} else {
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#if GL_OES_vertex_array_object
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GLDEBUG(glBindVertexArrayOES(0));
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#endif
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m_pContext->getModelManager()->configureAttribs(true, false, false, false, false, false, false);
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m_pContext->getModelManager()->configureAttribs(1 << KRMesh::KRENGINE_ATTRIB_VERTEX);
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// Render sphere of light's influence
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generateMesh();
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