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

@@ -6,17 +6,17 @@ class TimeSeriesCanvas
protected:
struct TimeSeriesInternalData* m_internalData;
void shift1PixelToLeft();
void grapicalPrintf(const char* str, void* fontData, int rasterposx,int rasterposy,unsigned char red, unsigned char green, unsigned char blue, unsigned char alpha);
public:
TimeSeriesCanvas(struct Common2dCanvasInterface* canvasInterface, int width, int height, const char* windowTitle);
virtual ~TimeSeriesCanvas();
void setupTimeSeries(float yScale, int ticksPerSecond, int startTime);
void setupTimeSeries(float yScale, int ticksPerSecond, int startTime, bool clearCanvas=true);
void addDataSource(const char* dataSourceLabel, unsigned char red,unsigned char green,unsigned char blue);
void insertDataAtCurrentTime(float value, int dataSourceIndex, bool connectToPrevious);
float getCurrentTime() const;
void grapicalPrintf(const char* str, void* fontData, int rasterposx,int rasterposy,unsigned char red, unsigned char green, unsigned char blue, unsigned char alpha);
virtual void nextTick();