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0028180: Visualization, TKOpenGl - Performance of Shaded presentation dropped due to FFP disabled by default
FFP state management (light sources, matrices, clipping planes) has been moved to OpenGl_ShaderManager for consistency with Programmable Pipeline. OpenGl_Context::BindProgram() does not re-bind already active Program. OpenGl_PrimitiveArray::Render() does not reset active Program at the end. OpenGl_Context::ApplyModelViewMatrix() now checks if matrix differs from already set one before modifying state in Shader Manager. This allows avoing redundant state changes, matrix uploads onto GPU and re-computation of inversed matrices. NCollection_Mat4 has been extended with equality check operators for proper comparison. OpenGl_ShaderManager - the tracking Material state has been added. Removed unreachable states OPENGL_NS_RESMAT, OPENGL_NS_TEXTURE and OPENGL_NS_WHITEBACK. Fixed resetting FFP material state after displaying GL_COLOR_ARRAY vertices; the Material state within Shader Manager is now invalidated within OpenGl_VertexBuffer::unbindFixedColor(). OpenGl_Workspace::ApplyAspectFace() - fixed invalidating Material State when only Highlighting style is changing.
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@@ -175,6 +175,23 @@ public:
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return *((NCollection_Vec3<Element_t>* )&v[1]);
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}
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//! Check this vector with another vector for equality (without tolerance!).
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bool IsEqual (const NCollection_Vec4& theOther) const
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{
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return v[0] == theOther.v[0]
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&& v[1] == theOther.v[1]
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&& v[2] == theOther.v[2]
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&& v[3] == theOther.v[3];
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}
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//! Check this vector with another vector for equality (without tolerance!).
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bool operator== (const NCollection_Vec4& theOther) { return IsEqual (theOther); }
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bool operator== (const NCollection_Vec4& theOther) const { return IsEqual (theOther); }
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//! Check this vector with another vector for non-equality (without tolerance!).
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bool operator!= (const NCollection_Vec4& theOther) { return !IsEqual (theOther); }
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bool operator!= (const NCollection_Vec4& theOther) const { return !IsEqual (theOther); }
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//! Raw access to the data (for OpenGL exchange).
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const Element_t* GetData() const { return v; }
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Element_t* ChangeData() { return v; }
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