diff options
author | Sven Göthel <[email protected]> | 2024-01-16 05:02:24 +0100 |
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committer | Sven Göthel <[email protected]> | 2024-01-16 05:02:24 +0100 |
commit | 6b1979992a7da2573c420ce3eb22f35abcbd35b7 (patch) | |
tree | 5786a3286a773ccc3082977e1888c13b3f481dc9 /src/graphui/classes/com/jogamp/graph/ui/shapes/ImageButton.java | |
parent | 33ec9480da3d414a4c973607970afa06b5ed79ca (diff) |
Graph/GraphUI AA-Quality + SampleCount (shader): Push params down to RegionRenderer's RenderState usually rarely set from top of user API, reducing complexity.
Discussion:
Alternative was to pass AA-Quality same as SampleCount from the top (e.g. GraphUI Scene),
however, this convolutes the API even more.
Both parameter modify the resulting shader code in pass2 rendering (only).
The used 'renderMode' is still maintained within the Region,
since it contains more dynamic states individual to each Region instance (color-texture, ..).
This despite 'renderMode' also changes the RenderState's shader program.
In the end, it really doesn't matter and is a choice of frequency - the pipeline is
usually rendering from on OpenGL rendering thread sequentially.
AA-Quality and SampleCount simply usually don't change that often
and are set only once.
Diffstat (limited to 'src/graphui/classes/com/jogamp/graph/ui/shapes/ImageButton.java')
-rw-r--r-- | src/graphui/classes/com/jogamp/graph/ui/shapes/ImageButton.java | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/graphui/classes/com/jogamp/graph/ui/shapes/ImageButton.java b/src/graphui/classes/com/jogamp/graph/ui/shapes/ImageButton.java index d8c79d8e7..a6c5bda34 100644 --- a/src/graphui/classes/com/jogamp/graph/ui/shapes/ImageButton.java +++ b/src/graphui/classes/com/jogamp/graph/ui/shapes/ImageButton.java @@ -67,8 +67,8 @@ public class ImageButton extends TexSeqButton { } @Override - public void draw(final GL2ES2 gl, final RegionRenderer renderer, final int[] sampleCount) { - super.draw(gl, renderer, sampleCount); + public void draw(final GL2ES2 gl, final RegionRenderer renderer) { + super.draw(gl, renderer); if( !((ImageSequence)texSeq).getManualStepping() ) { markStateDirty(); // keep on going } |