Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.
This was SVN commit r17696.
Without this, some code will enable (and set other parameters for)
whatever random texture unit the previous stage had selected. This can
break any fixed-function rendering, since either it will not have
enabled the correct texture unit, or its correct setup will be
interfered with by another texture unit that shouldn't be enabled. (This
doesn't affect ARB/GLSL shader rendering, since they don't care about
the enabled state, but the GUI (and some debug things) are still FFP in
the default ARB mode.)
Fixes#2833 (in which the fancy water shader selected texture units 5/6,
which then got enabled, and remained enabled forever).
This was SVN commit r16372.
This fixes the problem where passing a non-ASCII string to
debug_printf(L"%hs", s) caused vswprintf_s to fail on Linux (because it
doesn't know what encoding the char* is meant to have). Now debug
messages will remain as UTF-8 until they reach the OS.
Fixes#3021.
This was SVN commit r16332.
Some meshes (e.g. pers_gardens_struct with gentangents enabled) have
>32K vertexes, and won't fit in a 2MB VBO. 0ef6c7555e had reduced them
from 4MB to 2MB. So just make the VBOs bigger again, and try not to
worry about the waste of memory.
Fixes#3026, #3042.
This was SVN commit r16309.
Some drivers (at least the Intel drivers on Windows) are slow at
incrementally updating a VBO with hundreds of calls to glBufferSubData
every frame. Performance is significantly better if you use
glBufferData(NULL) to tell it to discard all the previous contents, and
then re-upload all the data at once.
Update CVertexBuffer so that GL_DYNAMIC_DRAW/GL_STREAM_DRAW buffers are
handled with the new mechanism. This requires the caller to hold onto
the backing store so it can be re-uploaded when necessary, and needs a
bit more signalling to indicate exactly what needs uploading.
I see an improvement from roughly 60 to 75 fps on Intel HD Graphics
3000, Windows, 1024x768, Siwa Oasis.
This was SVN commit r16241.
This reduces the total number of different vertex sizes in the system,
allowing more data to share a single CVertexBuffer, therefore reducing
the amount of wasted space in each CVertexBuffer and reducing VRAM
usage.
This was SVN commit r16230.
Everything is char* now, so we don't need to mess around with different
string types.
Done with:
ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs perl
-pi -e'1 while
s/(LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR).*)%[hl]s/$1%s/g'
This was SVN commit r16187.
Done with:
ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs sed
-i 's/LOG\(MESSAGE\|MESSAGERENDER\|WARNING\|ERROR\)(L/LOG\1(/g'
This was SVN commit r16183.
This needs to use the model-view matrix, not model-view-projection (the
transform uniform), else the axes won't be unit vectors and the particle
sizes will be wrong. But GLES doesn't have the pre-defined matrices, so
pass it in explicitly.
This was SVN commit r16165.