Grant Sanderson
|
60e1c88eb4
|
Slight tweaks to how shader_info id is found and stored
|
2020-06-26 23:05:25 -07:00 |
|
Grant Sanderson
|
212cdbb4d2
|
Speed improvements. Camera saves vbo for static mobjects, data in shader_data_info is saved and concatenated in raw form
|
2020-06-26 19:29:34 -07:00 |
|
Grant Sanderson
|
5ce8d08e0f
|
Go back to recomputing shader id
|
2020-06-17 17:10:35 -07:00 |
|
Grant Sanderson
|
1e6eef89ec
|
Have shader_info remember its own id
|
2020-06-15 11:59:24 -07:00 |
|
Grant Sanderson
|
9d772496dd
|
Removes the need to be able to recover shader_info from shader_id
|
2020-06-14 19:01:04 -07:00 |
|
Grant Sanderson
|
222b6d1220
|
Push depth test decision to the mobject level, as opposed to the camera
|
2020-06-14 17:41:47 -07:00 |
|
Grant Sanderson
|
bab809b9a6
|
Allow for passing shader uniforms from mobjects
|
2020-06-08 15:57:12 -07:00 |
|
Grant Sanderson
|
39230a805c
|
Better handling of textures, now letting multiple get passed in to a textured surface
|
2020-06-08 15:06:22 -07:00 |
|
Grant Sanderson
|
9d4b16d03f
|
Moved around where batching mobjects by shader type occurs, while also pulling out some of the shader_id helper functions
|
2020-02-17 12:14:40 -08:00 |
|