don't use GL_LINEAR_MIPMAP_LINEAR for shadow maps
optimize gpu upload (use glBufferSubData instead of glMapBuffer Avoid checking char array against zero.
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@@ -104,7 +104,7 @@ void TimeSeriesCanvas::addDataSource(const char* dataSourceLabel, unsigned char
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m_internalData->m_dataSources.push_back(dataSource);
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}
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void TimeSeriesCanvas::setupTimeSeries(float yScale, int ticksPerSecond, int startTime)
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void TimeSeriesCanvas::setupTimeSeries(float yScale, int ticksPerSecond, int startTime, bool clearCanvas)
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{
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if (0==m_internalData->m_canvasInterface)
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return;
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@@ -113,20 +113,23 @@ void TimeSeriesCanvas::setupTimeSeries(float yScale, int ticksPerSecond, int sta
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m_internalData->m_ticksPerSecond = ticksPerSecond;
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m_internalData->m_yScale = yScale;
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m_internalData->m_dataSources.clear();
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for (int i=0;i<m_internalData->m_width;i++)
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if (clearCanvas)
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{
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for (int j=0;j<m_internalData->m_height;j++)
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for (int i=0;i<m_internalData->m_width;i++)
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{
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for (int j=0;j<m_internalData->m_height;j++)
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{
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m_internalData->m_canvasInterface->setPixel(m_internalData->m_canvasIndex,i,j,
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m_internalData->m_backgroundRed,
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m_internalData->m_backgroundGreen,
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m_internalData->m_backgroundBlue,
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m_internalData->m_backgroundAlpha);
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m_internalData->m_canvasInterface->setPixel(m_internalData->m_canvasIndex,i,j,
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m_internalData->m_backgroundRed,
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m_internalData->m_backgroundGreen,
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m_internalData->m_backgroundBlue,
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m_internalData->m_backgroundAlpha);
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}
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}
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}
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float zeroPixelCoord = m_internalData->m_zero;
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float pixelsPerUnit = m_internalData->m_pixelsPerUnit;
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@@ -207,7 +210,7 @@ void TimeSeriesCanvas::shift1PixelToLeft()
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int countdown = resetVal;
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//shift pixture one pixel to the left
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for (int j=0;j<m_internalData->m_height-48;j++)
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for (int j=50;j<m_internalData->m_height-48;j++)
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{
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for (int i=40;i<this->m_internalData->m_width;i++)
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{
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