Added State::useVertexArrayObject() member to streamline toggling on/off of VAO usage

This commit is contained in:
Robert Osfield
2016-08-04 15:33:02 +01:00
parent a4e682bb28
commit 83f73df814
4 changed files with 121 additions and 104 deletions

View File

@@ -760,8 +760,7 @@ void Geometry::compileGLObjects(RenderInfo& renderInfo) const
extensions->glBindBuffer(GL_ARRAY_BUFFER_ARB,0);
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,0);
const DisplaySettings* ds = state.getDisplaySettings() ? state.getDisplaySettings() : osg::DisplaySettings::instance();
if (ds->getGeometryImplementation()==DisplaySettings::VERTEX_ARRAY_OBJECT && !bufferObjects.empty())
if (state.useVertexArrayObject() && !bufferObjects.empty())
{
VertexArrayState* vas = 0;
@@ -808,8 +807,7 @@ void Geometry::drawImplementation(RenderInfo& renderInfo) const
drawPrimitivesImplementation(renderInfo);
const DisplaySettings* ds = state.getDisplaySettings() ? state.getDisplaySettings() : osg::DisplaySettings::instance();
bool useVertexArrayObject = _useVertexBufferObjects && (ds->getGeometryImplementation()==DisplaySettings::VERTEX_ARRAY_OBJECT);
bool useVertexArrayObject = _useVertexBufferObjects && state.useVertexArrayObject();
unsigned int contextID = renderInfo.getContextID();
if (!useVertexArrayObject || _vertexArrayStateList[contextID]->getRequiresSetArrays())
{
@@ -849,8 +847,7 @@ void Geometry::drawVertexArraysImplementation(RenderInfo& renderInfo) const
arrayDispatchers.dispatch(osg::Array::BIND_OVERALL,0);
const DisplaySettings* ds = state.getDisplaySettings() ? state.getDisplaySettings() : osg::DisplaySettings::instance();
bool useVertexArrayObject = _useVertexBufferObjects && (ds->getGeometryImplementation()==DisplaySettings::VERTEX_ARRAY_OBJECT);
bool useVertexArrayObject = _useVertexBufferObjects && state.useVertexArrayObject();
unsigned int contextID = renderInfo.getContextID();
if (useVertexArrayObject)
{