Don't clear VAO on each PolygonBatch flush.

This commit is contained in:
NathanSweet 2014-05-29 19:34:09 +02:00
parent be09165723
commit 37c27ca3f9
9 changed files with 5 additions and 4 deletions

View File

@ -87,7 +87,6 @@
- (void) flush {
if (!_verticesCount) return;
ccGLBindVAO(0);
ccGLBindTexture2D(_texture.name);
glEnableVertexAttribArray(kCCVertexAttrib_Position);
glEnableVertexAttribArray(kCCVertexAttrib_Color);

View File

@ -134,6 +134,7 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
- (void) draw {
CC_NODE_DRAW_SETUP();
ccGLBindVAO(0);
ccColor3B nodeColor = self.color;
_skeleton->r = nodeColor.r / (float)255;

View File

@ -88,7 +88,6 @@
- (void) flush {
if (!_verticesCount) return;
ccGLBindVAO(0);
ccGLBindTexture2D(_texture.name);
glEnableVertexAttribArray(kCCVertexAttrib_Position);
glEnableVertexAttribArray(kCCVertexAttrib_Color);

View File

@ -135,6 +135,7 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
- (void) draw {
CC_NODE_DRAW_SETUP();
ccGLBindVAO(0);
CCColor* nodeColor = self.color;
_skeleton->r = nodeColor.red;

View File

@ -93,7 +93,6 @@ void PolygonBatch::add (CCTexture2D* addTexture,
void PolygonBatch::flush () {
if (!verticesCount) return;
ccGLBindVAO(0);
ccGLBindTexture2D(texture->getName());
glEnableVertexAttribArray(kCCVertexAttrib_Position);
glEnableVertexAttribArray(kCCVertexAttrib_Color);

View File

@ -136,6 +136,7 @@ void SkeletonRenderer::update (float deltaTime) {
void SkeletonRenderer::draw () {
CC_NODE_DRAW_SETUP();
ccGLBindVAO(0);
ccColor3B nodeColor = getColor();
skeleton->r = nodeColor.r / (float)255;

View File

@ -93,7 +93,6 @@ void PolygonBatch::add (const Texture2D* addTexture,
void PolygonBatch::flush () {
if (!verticesCount) return;
GL::bindVAO(0);
GL::bindTexture2D(texture->getName());
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);

View File

@ -142,6 +142,7 @@ void SkeletonRenderer::draw(Renderer* renderer, const kmMat4& transform, bool tr
void SkeletonRenderer::drawSkeleton (const kmMat4& transform, bool transformUpdated) {
getShaderProgram()->use();
getShaderProgram()->setUniformsForBuiltins(transform);
GL::bindVAO(0);
Color3B nodeColor = getColor();
skeleton->r = nodeColor.r / (float)255;

View File

@ -142,6 +142,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Matrix& transform, bool t
void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpdated) {
getGLProgram()->use();
getGLProgram()->setUniformsForBuiltins(transform);
GL::bindVAO(0);
Color3B nodeColor = getColor();
skeleton->r = nodeColor.r / (float)255;