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Make useAcceleratedRendering a uniform for screenspace renderables
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@@ -109,7 +109,8 @@ protected:
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glm::vec3 raeToCartesian(const glm::vec3& rae) const;
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glm::vec3 cartesianToRae(const glm::vec3& cartesian) const;
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void draw(const glm::mat4& modelTransform, const RenderData& renderData);
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void draw(const glm::mat4& modelTransform, const RenderData& renderData,
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bool useAcceleratedRendering = false);
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virtual void bindTexture() = 0;
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virtual void unbindTexture();
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@@ -150,7 +151,8 @@ protected:
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glm::ivec2 _objectSize = glm::ivec2(0);
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UniformCache(color, opacity, blackoutFactor, hue, value, saturation, mvpMatrix, tex,
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backgroundColor, gamma, borderColor, borderWidth, borderFeather) _uniformCache;
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backgroundColor, gamma, borderColor, borderWidth, borderFeather,
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useAcceleratedRendering) _uniformCache;
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std::unique_ptr<ghoul::opengl::ProgramObject> _shader;
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};
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