Removes ARB switch optimization as it triggers slow down. Fixes #6525
Tested By: Langbart Differential Revision: https://code.wildfiregames.com/D4635 This was SVN commit r26849.
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@ -362,20 +362,11 @@ public:
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void Bind(CShaderProgram* previousShaderProgram) override
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{
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CShaderProgramARB* previousShaderProgramARB = nullptr;
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if (previousShaderProgram)
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previousShaderProgramARB = static_cast<CShaderProgramARB*>(previousShaderProgramARB);
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previousShaderProgram->Unbind();
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if (previousShaderProgramARB)
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previousShaderProgramARB->UnbindClientStates();
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if (!previousShaderProgramARB ||
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previousShaderProgramARB->m_VertexProgram != m_VertexProgram ||
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previousShaderProgramARB->m_FragmentProgram != m_FragmentProgram)
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{
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_VertexProgram);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_FragmentProgram);
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}
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_VertexProgram);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_FragmentProgram);
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BindClientStates();
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}
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