| makVrv::DtProgramUniformLocationMap::DtProgramUniformLocationMap |
( |
DtDe & |
de | ) |
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| virtual makVrv::DtProgramUniformLocationMap::~DtProgramUniformLocationMap |
( |
| ) |
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virtual |
| makVrv::DtProgramUniformLocationMap::DtProgramUniformLocationMap |
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| ) |
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delete |
| virtual void makVrv::DtProgramUniformLocationMap::applyUniforms |
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const osg::StateSet * |
ss, |
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int |
program |
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) |
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virtual |
Loop over the uniforms of the stateset of the node and set them on the passed in shader.
| virtual void makVrv::DtProgramUniformLocationMap::clear |
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void |
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virtual |
delete the entries of programs to cached uniform locations must call when cloud layers are deleted, atmosphere deleted, triton drawable cleaned up.
| virtual void makVrv::DtProgramUniformLocationMap::apply |
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unsigned int |
program, |
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const osg::Uniform * |
uniform, |
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unsigned int |
location |
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) |
| const |
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protectedvirtual |
| DtDe& makVrv::DtProgramUniformLocationMap::myDe |
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protected |
used to cache the shader uniform locations to avoid glGetUniformLocation calls Saves somewhere between 1-3ms and reduces variability of frame time with Triton and Silverlining Tried caching the uniform values as well but that did not seem to make a difference.
The documentation for this class was generated from the following file: