forked from bartvdbraak/blender
100313db6e
glGetIntegerv(GL_TEXTURE_2D_BINDING_EXT, &cur_tex); ... with shadow enabled glGetFloatv(GL_CURRENT_COLOR, color) was called twice per character as well. Now only call glGetFloatv(GL_CURRENT_COLOR, ...) once per string and only when drawing with shadow or blur, texture bind is stored in the font. Gives 8% overall FPS speedup when displaying heavy UI in my test. |
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release | ||
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CMakeLists.txt | ||
COPYING | ||
GNUmakefile | ||
SConstruct |