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Ken Martin authored
The old approach used a fast path for a very narrow set of conditions and then used a slow path for everything else. This approach required two sets of code, - GenericCompositePolydataMapper2 - CompositePolyDataMapper2 and had performance issues as the slow path was slower than OpenGL1 for some cases. This reworking consolidates the two approach together. The basic approach is that all blocks with the same VBO structure get grouped together and rendered as one. The number of different VBO structures is small so this results in a a small number of things to render. Each of those things (handled with a Helper class) gets rendered using its own VBO and IBOs with special code to handle the cases where uniforms have to be changed between blocks etc. The results are generally much faster. Some additional optimizations have resulted in further performance improvements. Generally this new class is as fast as the old fast path and tens to hundreds of times faster for the slo...
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