Performance Optimizes
Small bug fixes Implemented KRVector4
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@@ -41,7 +41,7 @@ KRTextureCube::KRTextureCube(KRContext &context, std::string name) : KRTexture(c
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for(int i=0; i<6; i++) {
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std::string faceName = getName() + SUFFIXES[i];
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KRTexture2D *faceTexture = (KRTexture2D *)getContext().getTextureManager()->getTexture(faceName.c_str());
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KRTexture2D *faceTexture = (KRTexture2D *)getContext().getTextureManager()->getTexture(faceName);
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if(faceTexture) {
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if(faceTexture->getMaxMipMap() < m_max_lod_max_dim) m_max_lod_max_dim = faceTexture->getMaxMipMap();
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if(faceTexture->getMinMipMap() > m_min_lod_max_dim) m_min_lod_max_dim = faceTexture->getMinMipMap();
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@@ -67,7 +67,7 @@ bool KRTextureCube::createGLTexture(int lod_max_dim)
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for(int i=0; i<6; i++) {
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std::string faceName = getName() + SUFFIXES[i];
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KRTexture2D *faceTexture = (KRTexture2D *)getContext().getTextureManager()->getTexture(faceName.c_str());
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KRTexture2D *faceTexture = (KRTexture2D *)getContext().getTextureManager()->getTexture(faceName);
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if(faceTexture) {
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if(faceTexture->hasMipmaps()) bMipMaps = true;
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faceTexture->uploadTexture(TARGETS[i], lod_max_dim, m_current_lod_max_dim, m_textureMemUsed);
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@@ -92,7 +92,7 @@ long KRTextureCube::getMemRequiredForSize(int max_dim)
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long memoryRequired = 0;
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for(int i=0; i<6; i++) {
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std::string faceName = getName() + SUFFIXES[i];
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KRTexture2D *faceTexture = (KRTexture2D *)getContext().getTextureManager()->getTexture(faceName.c_str());
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KRTexture2D *faceTexture = (KRTexture2D *)getContext().getTextureManager()->getTexture(faceName);
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if(faceTexture) {
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memoryRequired += faceTexture->getMemRequiredForSize(target_dim);
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}
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@@ -106,7 +106,7 @@ void KRTextureCube::resetPoolExpiry()
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KRTexture::resetPoolExpiry();
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for(int i=0; i<6; i++) {
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std::string faceName = getName() + SUFFIXES[i];
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KRTexture2D *faceTexture = (KRTexture2D *)getContext().getTextureManager()->getTexture(faceName.c_str());
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KRTexture2D *faceTexture = (KRTexture2D *)getContext().getTextureManager()->getTexture(faceName);
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if(faceTexture) {
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faceTexture->resetPoolExpiry(); // Ensure that side of cube maps do not expire from the texture pool prematurely, as they are referenced indirectly
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}
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