From 63b0c0a9addfb19ee1307bc048382e6c5ab6e189 Mon Sep 17 00:00:00 2001 From: Zach Pomerantz Date: Tue, 26 Apr 2016 13:23:16 -0700 Subject: [PATCH] Reset pipeline after rendering text3d --- interface/src/ui/overlays/Text3DOverlay.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/interface/src/ui/overlays/Text3DOverlay.cpp b/interface/src/ui/overlays/Text3DOverlay.cpp index 9fa8f6556b..0ae1c306ba 100644 --- a/interface/src/ui/overlays/Text3DOverlay.cpp +++ b/interface/src/ui/overlays/Text3DOverlay.cpp @@ -110,7 +110,14 @@ void Text3DOverlay::render(RenderArgs* args) { glm::vec4 textColor = { _color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, getTextAlpha() }; + + // FIXME: Factor out textRenderer so that Text3DOverlay overlay parts can be grouped by pipeline + // for a gpu performance increase. Currently, + // Text renderer sets its own pipeline, _textRenderer->draw(batch, 0, 0, _text, textColor, glm::vec2(-1.0f), getDrawInFront()); + // so before we continue, we must reset the pipeline + batch.setPipeline(args->_pipeline->pipeline); + args->_pipeline->prepare(batch); } const render::ShapeKey Text3DOverlay::getShapeKey() {