Implemented system to cull out redundant glUniform calls
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@@ -149,7 +149,7 @@ void KRMeshManager::releaseVBO(GLvoid *data)
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void KRMeshManager::bindVBO(GLvoid *data, GLsizeiptr size, GLvoid *index_data, GLsizeiptr index_data_size, bool enable_vertex, bool enable_normal, bool enable_tangent, bool enable_uva, bool enable_uvb, bool enable_bone_indexes, bool enable_bone_weights, bool static_vbo) {
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if(m_currentVBO.data != data || m_currentVBO.size != size) {
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if(m_currentVBO.data != data || m_currentVBO.size != size + index_data_size) {
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if(m_vbosActive.find(data) != m_vbosActive.end()) {
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m_currentVBO = m_vbosActive[data];
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