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
This commit is contained in:
2013-05-13 13:16:25 -07:00
parent 6fe549b3ba
commit 2de749ff16
27 changed files with 860 additions and 306 deletions

View File

@@ -96,13 +96,13 @@ void KRPointLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_
GLDEBUG(glDisable(GL_DEPTH_TEST));
// Render a full screen quad
m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, NULL, 0, true, false, false, true, false, false, false, true);
m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, NULL, 0, KRENGINE_VBO_2D_SQUARE_ATTRIBS, true);
GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
} else {
#if GL_OES_vertex_array_object
GLDEBUG(glBindVertexArrayOES(0));
#endif
m_pContext->getModelManager()->configureAttribs(true, false, false, false, false, false, false);
m_pContext->getModelManager()->configureAttribs(1 << KRMesh::KRENGINE_ATTRIB_VERTEX);
// Render sphere of light's influence
generateMesh();