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

@@ -63,7 +63,7 @@ KRShader *KRShaderManager::getShader(const std::string &shader_name, KRCamera *p
int light_directional_count = 0;
int light_point_count = 0;
int light_spot_count = 0;
if(renderPass != KRNode::RENDER_PASS_DEFERRED_LIGHTS && renderPass != KRNode::RENDER_PASS_DEFERRED_GBUFFER && renderPass != KRNode::RENDER_PASS_DEFERRED_OPAQUE) {
if(renderPass != KRNode::RENDER_PASS_DEFERRED_LIGHTS && renderPass != KRNode::RENDER_PASS_DEFERRED_GBUFFER && renderPass != KRNode::RENDER_PASS_DEFERRED_OPAQUE && renderPass != KRNode::RENDER_PASS_GENERATE_SHADOWMAPS) {
for(std::vector<KRLight *>::const_iterator light_itr=lights.begin(); light_itr != lights.end(); light_itr++) {
KRLight *light = (*light_itr);
KRDirectionalLight *directional_light = dynamic_cast<KRDirectionalLight *>(light);