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224c7a273a5ee976e597eeaa8be83179dd4e32fa
test
/
source
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blender
/
gpu
/
intern
History
Mitchell Stokes
2006103a52
OpenGL: Moving the GPU_pass_update_uniforms() call from GPU_material_bind_uniforms() to GPU_material_bind(). This way, material specific uniforms don't need to be resent when sending object specific uniforms. This saves uniform update calls in the BGE where one material is bound and multiple objects can be drawn. This doesn't offer much in the way of performance, but it cleans up our OpenGL usage a bit. One test scene went from 8k OpenGL calls to 4k with just this one change.
2013-03-23 03:11:48 +00:00
..
gpu_buffers.c
style cleanup & some spelling
2013-02-03 10:28:28 +00:00
gpu_codegen.c
Change !BLI_ghashIterator_isDone to BLI_ghashIterator_notDone. It is
2013-03-06 20:55:04 +00:00
gpu_codegen.h
Matcap support in 3D Viewport.
2013-01-22 11:18:41 +00:00
gpu_draw.c
code cleanup: use bool where values are true/false, for view3d and related functions.
2013-03-20 23:14:18 +00:00
gpu_extensions.c
Fix: multisample viewport drawing didn't work well with selection or particle
2013-03-15 19:56:33 +00:00
gpu_material.c
OpenGL: Moving the GPU_pass_update_uniforms() call from GPU_material_bind_uniforms() to GPU_material_bind(). This way, material specific uniforms don't need to be resent when sending object specific uniforms. This saves uniform update calls in the BGE where one material is bound and multiple objects can be drawn. This doesn't offer much in the way of performance, but it cleans up our OpenGL usage a bit. One test scene went from 8k OpenGL calls to 4k with just this one change.
2013-03-23 03:11:48 +00:00
gpu_simple_shader.c
code cleanup: unused defines, shadowing and unintended enum-as-variable.
2013-03-22 14:31:03 +00:00