Optimized further to reduce redundant GL state changes

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4011
This commit is contained in:
kearwood
2012-03-15 20:44:57 +00:00
parent 4511d71e1d
commit fca472721b
4 changed files with 61 additions and 36 deletions

View File

@@ -67,6 +67,7 @@ KRModel::~KRModel() {
void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, Vector3 &cameraPosition, Vector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers) {
KRMaterial *pPrevBoundMaterial = NULL;
int iPrevBuffer = -1;
char szPrevShaderKey[128];
szPrevShaderKey[0] = '\0';
int cSubmeshes = m_mesh.getSubmeshes().size();
@@ -78,7 +79,7 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
if(pMaterial->isTransparent()) {
// Exclude transparent and semi-transparent meshes from shadow maps
m_mesh.renderSubmesh(iSubmesh);
m_mesh.renderSubmesh(iSubmesh, &iPrevBuffer);
}
}
@@ -91,11 +92,12 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
if(pMaterial != NULL && pMaterial == (*mat_itr)) {
pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers);
m_mesh.renderSubmesh(iSubmesh);
m_mesh.renderSubmesh(iSubmesh, &iPrevBuffer);
}
}
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
KRMesh *KRModel::getMesh() {