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authorSven Gothel <[email protected]>2023-03-19 07:08:51 +0100
committerSven Gothel <[email protected]>2023-03-19 07:08:51 +0100
commit535680eadef89078e6fc62adff21ec9923c968a3 (patch)
tree9baf359b765021045cacde160892454bc62bb0a1 /src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
parentc0fcaf04b042f8337c90116c98c833ff4a356e1c (diff)
Graph: GLRegion: Pass curRenderModes to updateImpl() + drawImpl(), prepare switch by sampleCount; Don't use any resource not requested by curRenderModes
Diffstat (limited to 'src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java')
-rw-r--r--src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java b/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
index e2674fbe0..3c14b1bab 100644
--- a/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
+++ b/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
@@ -521,7 +521,9 @@ public final class RegionRenderer {
final ShaderModeSelector1 sel1 = pass1 ? ShaderModeSelector1.selectPass1(renderModes) :
ShaderModeSelector1.selectPass2(renderModes, quality, sampleCount);
final boolean isTwoPass = Region.isTwoPass( renderModes );
- final boolean isPass1ColorTexSeq = pass1 && null != colorTexSeq;
+ final boolean hasColorChannel = Region.hasColorChannel( renderModes );
+ final boolean hasColorTexture = Region.hasColorTexture( renderModes ) && null != colorTexSeq;
+ final boolean isPass1ColorTexSeq = pass1 && hasColorTexture;
final int colorTexSeqHash;
final String texLookupFuncName;
if( isPass1ColorTexSeq ) {
@@ -601,11 +603,11 @@ public final class RegionRenderer {
// GLSL append from here on
posFp = -1;
- if( Region.hasColorChannel( renderModes ) ) {
+ if( hasColorChannel ) {
posVp = rsVp.insertShaderSource(0, posVp, GLSL_USE_COLOR_CHANNEL);
posFp = rsFp.insertShaderSource(0, posFp, GLSL_USE_COLOR_CHANNEL);
}
- if( Region.hasColorTexture( renderModes ) ) {
+ if( isPass1ColorTexSeq ) {
rsVp.insertShaderSource(0, posVp, GLSL_USE_COLOR_TEXTURE);
posFp = rsFp.insertShaderSource(0, posFp, GLSL_USE_COLOR_TEXTURE);
}