don't use GL_LINEAR_MIPMAP_LINEAR for shadow maps

optimize gpu upload (use glBufferSubData instead of glMapBuffer
Avoid checking char array against zero.
This commit is contained in:
erwin coumans
2016-10-14 15:06:09 -07:00
parent 4ebc327151
commit 29f3afe2a4
23 changed files with 616 additions and 83 deletions

View File

@@ -104,7 +104,7 @@ void TimeSeriesCanvas::addDataSource(const char* dataSourceLabel, unsigned char
m_internalData->m_dataSources.push_back(dataSource);
}
void TimeSeriesCanvas::setupTimeSeries(float yScale, int ticksPerSecond, int startTime)
void TimeSeriesCanvas::setupTimeSeries(float yScale, int ticksPerSecond, int startTime, bool clearCanvas)
{
if (0==m_internalData->m_canvasInterface)
return;
@@ -113,20 +113,23 @@ void TimeSeriesCanvas::setupTimeSeries(float yScale, int ticksPerSecond, int sta
m_internalData->m_ticksPerSecond = ticksPerSecond;
m_internalData->m_yScale = yScale;
m_internalData->m_dataSources.clear();
for (int i=0;i<m_internalData->m_width;i++)
if (clearCanvas)
{
for (int j=0;j<m_internalData->m_height;j++)
for (int i=0;i<m_internalData->m_width;i++)
{
for (int j=0;j<m_internalData->m_height;j++)
{
m_internalData->m_canvasInterface->setPixel(m_internalData->m_canvasIndex,i,j,
m_internalData->m_backgroundRed,
m_internalData->m_backgroundGreen,
m_internalData->m_backgroundBlue,
m_internalData->m_backgroundAlpha);
m_internalData->m_canvasInterface->setPixel(m_internalData->m_canvasIndex,i,j,
m_internalData->m_backgroundRed,
m_internalData->m_backgroundGreen,
m_internalData->m_backgroundBlue,
m_internalData->m_backgroundAlpha);
}
}
}
float zeroPixelCoord = m_internalData->m_zero;
float pixelsPerUnit = m_internalData->m_pixelsPerUnit;
@@ -207,7 +210,7 @@ void TimeSeriesCanvas::shift1PixelToLeft()
int countdown = resetVal;
//shift pixture one pixel to the left
for (int j=0;j<m_internalData->m_height-48;j++)
for (int j=50;j<m_internalData->m_height-48;j++)
{
for (int i=40;i<this->m_internalData->m_width;i++)
{