Rm redundant texture reset in overlay draw

This commit is contained in:
Zach Pomerantz 2016-02-26 16:26:16 -08:00
parent 30fbd99d11
commit 32807012e8

View file

@ -181,9 +181,9 @@ void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderCont
RenderArgs* args = renderContext->args;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
args->_batch = &batch;
config->setNumDrawn((int)inItems.size());
emit config->numDrawnChanged();
@ -233,7 +233,8 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
// Render the items
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
glm::mat4 projMat;
Transform viewMat;
@ -242,14 +243,10 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setResourceTexture(0, args->_whiteTexture);
renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn);
args->_batch = nullptr;
});
args->_batch = nullptr;
args->_whiteTexture.reset();
}
}