Switch to use a single triangle when drawing screen quads for a slight cache locality improvement
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3 changed files with 5 additions and 5 deletions
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@ -49,7 +49,7 @@ void FGLRenderer::RenderScreenQuad()
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{
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auto buffer = static_cast<GLVertexBuffer *>(screen->mVertexData->GetBufferObjects().first);
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buffer->Bind(nullptr);
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 3);
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}
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void FGLRenderer::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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