Hi Mitchell,

Files (with glsl) now load black, and need a redraw in UI to show.
There's also a bug report...

-Ton-

------------------------------------------------------------------------
Ton Roosendaal  Blender Foundation   [email protected]    www.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 23 Mar, 2013, at 4:11, Mitchell Stokes wrote:

> Revision: 55527
>          
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=55527
> Author:   moguri
> Date:     2013-03-23 03:11:48 +0000 (Sat, 23 Mar 2013)
> Log Message:
> -----------
> OpenGL: Moving the GPU_pass_update_uniforms() call from 
> GPU_material_bind_uniforms() to GPU_material_bind(). This way, material 
> specific uniforms don't need to be resent when sending object specific 
> uniforms. This saves uniform update calls in the BGE where one material is 
> bound and multiple objects can be drawn. This doesn't offer much in the way 
> of performance, but it cleans up our OpenGL usage a bit. One test scene went 
> from 8k OpenGL calls to 4k with just this one change.
> 
> Modified Paths:
> --------------
>    trunk/blender/source/blender/gpu/intern/gpu_material.c
> 
> Modified: trunk/blender/source/blender/gpu/intern/gpu_material.c
> ===================================================================
> --- trunk/blender/source/blender/gpu/intern/gpu_material.c    2013-03-23 
> 03:04:02 UTC (rev 55526)
> +++ trunk/blender/source/blender/gpu/intern/gpu_material.c    2013-03-23 
> 03:11:48 UTC (rev 55527)
> @@ -278,6 +278,7 @@
>               }
> 
>               GPU_pass_bind(material->pass, time, mipmap);
> +             GPU_pass_update_uniforms(material->pass);
>               material->bound = 1;
>       }
> }
> @@ -338,8 +339,6 @@
>                               mult_m4_m4m4(lamp->dynpersmat, lamp->persmat, 
> viewinv);
>                       }
>               }
> -
> -             GPU_pass_update_uniforms(material->pass);
>       }
> }
> 
> 
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