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Make use of UniformCache in many Renderables and switch from setUniform(const std::string&, ...) to setUniform(GLint, ...) in those cases
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@@ -35,6 +35,7 @@
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#include <ghoul/opengl/programobject.h>
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#include <ghoul/opengl/texture.h>
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#include <ghoul/opengl/textureunit.h>
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#include <ghoul/opengl/uniformcache.h>
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#include <memory>
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@@ -112,6 +113,7 @@ protected:
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GLuint _quad;
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GLuint _vertexPositionBuffer;
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std::unique_ptr<ghoul::opengl::Texture> _texture;
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UniformCache(occlusionDepth, alpha, modelTransform, viewProj, texture) _uniformCache;
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std::unique_ptr<ghoul::opengl::ProgramObject> _shader;
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bool _useEuclideanCoordinates;
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