Switch to use a single triangle when drawing screen quads for a slight cache locality improvement

This commit is contained in:
Magnus Norddahl 2020-08-18 11:42:50 +02:00
commit 8306af298f
3 changed files with 5 additions and 5 deletions

View file

@ -49,7 +49,7 @@ void FGLRenderer::RenderScreenQuad()
{
auto buffer = static_cast<GLVertexBuffer *>(screen->mVertexData->GetBufferObjects().first);
buffer->Bind(nullptr);
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 3);
}
void FGLRenderer::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)