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Ken Martin authored
So this is a very different use case from what we have done so far. In many ways this is the lots of independent actors case with the exception that they are not fully independent. There were a number of CPU botlenecks hindering this classes performance: stl maps and strings recomputing shaders/uniforms GetInput/SetInput (touching the pipeline is bad) Default Culler There are a couple open issues with this change. I'm not thrilled with the CurrentInput approach in PolyDataMapper but SetInput and GetInput really are expensive. Second there is an issue if a bunch of datasets share a single large pointset. Right now we duplicate the pointset VBO for each dataset. Will need a VBO cache at some point to allow actors/etc to share a pointset or have the VBO building only populate the VBO with the points actually used by the cells (or both). This patch also contains a minor fix to the VAO missing an initialization for ForceEmulation. Change-Id: If2cf9531a26838b0fd8d47dafd1dcff6d4133c4b
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