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authorClément Foucault <foucault.clem@gmail.com>2018-01-09 16:21:55 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-01-09 16:54:11 +0300
commit377915b08144e0945ed1984338def3dcad267a6d (patch)
tree4abc64e3ae9290d7f71abf7a16a45f67101ce06c /source/blender/draw/modes/object_mode.c
parentaa0097ad5e80278c0e08f64472b7bd1b402838da (diff)
DRW: Make use of DRWInstanceData.
This modify the selection code quite a bit but it's for the better. When using selection we use the same batching / instancing process but we draw each element at a time using a an offset to the first element we want to draw and by drawing only one element. This result much less memory allocation and better draw time.
Diffstat (limited to 'source/blender/draw/modes/object_mode.c')
-rw-r--r--source/blender/draw/modes/object_mode.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index af0af3dca43..4e19eff3cfb 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -1500,9 +1500,6 @@ static void DRW_shgroup_lightprobe(OBJECT_StorageList *stl, OBJECT_PassList *psl
sub_v3_v3(prb_data->increment_z, prb_data->corner);
DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.lightprobe_grid_sh, psl->lightprobes, DRW_cache_sphere_get());
- /* Dummy call just to save select ID */
- DRW_shgroup_call_dynamic_add_empty(grp);
- /* Then overide the instance count */
DRW_shgroup_set_instance_count(grp, prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_uniform_vec3(grp, "corner", prb_data->corner, 1);