On-screen Profiler / Debug visualizations in progress

Fixed a bug that caused framerate to drop drastically by executing an additional render pass.
This commit is contained in:
2013-03-21 19:58:35 -07:00
parent 98df6e7e87
commit a23b39a178
24 changed files with 147 additions and 42 deletions

View File

@@ -37,7 +37,7 @@
#include "KRcontext.h"
KRMaterial::KRMaterial(KRContext &context, const char *szName) : KRResource(context, szName) {
strcpy(m_szName, szName);
m_name = szName;
m_pAmbientMap = NULL;
m_pDiffuseMap = NULL;
m_pSpecularMap = NULL;
@@ -80,7 +80,7 @@ bool KRMaterial::save(KRDataBlock &data) {
stream.precision(std::numeric_limits<long double>::digits10);
stream.setf(std::ios::fixed,std::ios::floatfield);
stream << "newmtl " << m_szName;
stream << "newmtl " << m_name;
stream << "\nka " << m_ambientColor.x << " " << m_ambientColor.y << " " << m_ambientColor.z;
stream << "\nkd " << m_diffuseColor.x << " " << m_diffuseColor.y << " " << m_diffuseColor.z;
stream << "\nks " << m_specularColor.x << " " << m_specularColor.y << " " << m_specularColor.z;
@@ -406,6 +406,8 @@ bool KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRC
return true;
}
char *KRMaterial::getName() {
return m_szName;
const std::string &KRMaterial::getName() const
{
return m_name;
}