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- Only perform render command filtering when needed (when camera has moved usually)
- Keep RenderCommand around so that we only update them if needed:
-> We keep a double set of commands we per RV and switch in between every frame
- Introduce EntityRenderCommandDataView as a wrapper around RenderCommands
-> Use std::vector for RenderCommand storage (avoids hidden detachments)
-> Filter and sort indices into the RenderCommand vector rather than the commands
directly
- Cleanup RenderView
-> Remove InnerData field
-> Hide direct RenderCommand access
- Next steps
-> Only update uniforms that need to be updated
-> Most likely lights/standard uniforms won't all change every frame
-> Only update light sources for entity when needed
Change-Id: I153822a16c0989a8ac5b83d756385056c96572aa
Reviewed-by: Mike Krus <mike.krus@kdab.com>
(cherry picked from commit 59345bc1a733ee035b342feecadc923e062a850c)
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