Cache uniform IDs upon recompiling of shader programs. Renaming of uniforms in shader code.

This commit is contained in:
Kalle Bladin
2016-06-13 18:57:18 -04:00
parent 144191ba51
commit b5f1a09b8c
17 changed files with 721 additions and 287 deletions

View File

@@ -29,6 +29,7 @@
#include <modules/globebrowsing/chunk/chunk.h>
#include <modules/globebrowsing/chunk/chunkedlodglobe.h>
#include <modules/globebrowsing/tile/layeredtextures.h>
#include <algorithm>
@@ -201,7 +202,7 @@ namespace openspace {
// In the future, this should be abstracted away and more easily queryable.
// One must also handle how to sample pick one out of multiplte heightmaps
auto tileProvidermanager = owner()->getTileProviderManager();
auto heightMapProviders = tileProvidermanager->getActivatedLayerCategory("HeightMaps");
auto heightMapProviders = tileProvidermanager->getActivatedLayerCategory(LayeredTextures::HeightMaps);
if (heightMapProviders.size() > 0) {
TileAndTransform tileAndTransform = heightMapProviders[0]->getHighestResolutionTile(_index);
if (tileAndTransform.tile.status == Tile::Status::OK) {