Implemented global dynamic texture LOD selection to constrain texture memory usage within bounds
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40108
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@@ -151,7 +151,7 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &f
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_FLARE_SIZE],
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m_flareSize
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));
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m_pContext->getTextureManager()->selectTexture(0, m_pFlareTexture);
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m_pContext->getTextureManager()->selectTexture(0, m_pFlareTexture, 2048);
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m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, true, false, false, true, false);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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}
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