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Reduce the number of redundant shaders #27
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Someone else can take the ticket for now. In csp-simple-bodies is already a branch, where I started work. |
@Schneegans Why is the Trajectory render logic inside cs-scene, instead of csp-trajectories? |
It's kept in cs-scene since it may be of use for other plugins. I guess we should leave it the way it is for now. |
I would suggest to move this issue to v1.3.0 together with #62 since it involves some intense refactoring and testing. What do you think? |
Yes, this sounds good. |
What's the progress on this one? Do you have time to work on this in the near future? Else I would suggest to move this to the next milestone. |
Close to none. I think this should be done together with a rework of our render pipeline where we have more control, since we don't make much use of the scene graph.
No, sadly not.
Yes we can do that. |
There are several classes which are instantiated multiple times with each instance having an identical shader program. This should be optimized! Here are some classes which are affected:
WorldSpaceGuiArea.hpp
ScreenSpaceGuiArea.hpp
Trajectory.hpp
Mark.hpp
Sunflare.hpp
DeepSpaceDot.hpp
SimpleBody.hpp
Sharad.hpp
Ring.hpp
PolygonTool.hpp
PathTool.hpp
EllipseTool.hpp
DipStrikeTool.hpp
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