Prevent redundant calls to glEnable/DisableVertexAttribArray. This should hopefully fix a performance regression compared to 0.9.2 as well.

This commit is contained in:
Alex Szpakowski
2015-06-23 20:55:23 -03:00
parent e3ff0a0d63
commit ed3f419747
11 changed files with 94 additions and 115 deletions
+3 -9
View File
@@ -360,31 +360,25 @@ void Image::drawv(const Matrix &t, const Vertex *v)
gl.bindTexture(texture);
glEnableVertexAttribArray(ATTRIB_POS);
glEnableVertexAttribArray(ATTRIB_TEXCOORD);
gl.useVertexAttribArrays(ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD);
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &v[0].x);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &v[0].s);
gl.prepareDraw();
gl.drawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(ATTRIB_TEXCOORD);
glDisableVertexAttribArray(ATTRIB_POS);
}
void Image::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
Matrix t;
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
Matrix t(x, y, angle, sx, sy, ox, oy, kx, ky);
drawv(t, vertices);
}
void Image::drawq(Quad *quad, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
Matrix t;
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
Matrix t(x, y, angle, sx, sy, ox, oy, kx, ky);
drawv(t, quad->getVertices());
}