Make useAcceleratedRendering a uniform for screenspace renderables

This commit is contained in:
Ylva Selling
2024-09-17 17:17:46 +02:00
parent c0ca1acb33
commit 8ad84b6d35
5 changed files with 16 additions and 16 deletions

View File

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