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reinserting culling, lod and depth sort to the rendering

Sam Gateau committed 11 years ago

Commit 3f8bdc12 parents 2cbd049 191fedb42 files · +1096 −233Browse files

Showing the changes to interface/src/Application.cpp (1 of 42 files). Show all

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interface/src/Application.cpp+14−9
@@ -3403,7 +3403,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se · 3402 unmodified lines
34033403 }
34043404 }
34053405
3406− render::Scene::PendingChanges pendingChanges;
3406+ render::PendingChanges pendingChanges;
34073407
34083408 // Make sure the WorldBox is in the scene
34093409 if (WorldBoxRenderData::_item == 0) {
@@ -3415,18 +3415,23 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se · 5 unmodified lines
34153415 pendingChanges.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload);
34163416 }
34173417
3418+ {
3419+ PerformanceTimer perfTimer("SceneProcessPendingChanges");
3420+ _main3DScene->enqueuePendingChanges(pendingChanges);
34183421
3419− _main3DScene->enqueuePendingChanges(pendingChanges);
3420−
3421− _main3DScene->processPendingChangesQueue();
3422+ _main3DScene->processPendingChangesQueue();
3423+ }
34223424
34233425 // FOr now every frame pass the renderCOntext
3424− render::RenderContext renderContext;
3425− renderContext.args = renderArgs;
3426− _renderEngine->setRenderContext(renderContext);
3426+ {
3427+ PerformanceTimer perfTimer("EngineRun");
3428+ render::RenderContext renderContext;
3429+ renderContext.args = renderArgs;
3430+ _renderEngine->setRenderContext(renderContext);
34273431
3428− // Before the deferred pass, let's try to use the render engine
3429− _renderEngine->run();
3432+ // Before the deferred pass, let's try to use the render engine
3433+ _renderEngine->run();
3434+ }
34303435
34313436 {
34323437 DependencyManager::get<DeferredLightingEffect>()->setAmbientLightMode(getRenderAmbientLight());