James Chen
48a5fd555b
Compilation error fix in CCQuadCommand.cpp
2014-04-11 10:50:38 +08:00
James Chen
dbeefcdff2
Merge commit 'refs/pull/6230/head' of git://github.com/cocos2d/cocos2d-x into pull/6230
2014-04-11 10:48:29 +08:00
minggo
951bf1cbfa
remove unneeded codes
2014-04-10 22:56:40 +08:00
James Chen
1fdcaaa2c6
Initialzies member variables for QualCommand class.
2014-04-10 20:31:44 +08:00
Ricardo Quesada
b36ab33281
performance fixes in QuadCommand
2014-04-01 16:13:41 -07:00
minggo
504eea0269
use xxhash to generate material id
2014-03-31 13:47:07 +08:00
Huabing.Xu
bc15ac1415
closed #4552 : change assert log message
2014-03-26 10:07:50 +08:00
Huabing.Xu
9aa8327d9c
closed #4552 : separate material ID and openGL ProgramID
2014-03-25 16:54:29 +08:00
Ricardo Quesada
273d0d22f1
little performance improvement in quad command
2014-03-05 18:50:09 -08:00
Huabing.Xu
cd7b075900
closed #3874 : fix bug, blendID should be shifted by 50 bits
2014-02-27 09:27:33 +08:00
Huabing.Xu
c7315a2e3e
closed #3874 : expand textureID bit to 32bits
2014-02-26 15:01:45 +08:00
Ricardo Quesada
5fcbf42356
GlobalZOrder is used for render priority...
...
...and not vertexZ
Node::setGlobalZOrder() is used to change that.
Node::setZOrder() -> Node::setLocalZOrder();
2014-01-18 11:38:06 -08:00
Ricardo Quesada
069a4fb170
Renderer: Don't sort z=0 Commands
...
If Command has z==0, then those elements won't be sorted.
Only Z !=0 will be sorted, and it will use `sort` instead of `stable_sort`
for z!=0, since it is faster
2014-01-17 23:10:04 -08:00
Ricardo Quesada
8931d968c0
Renderer uses a float as a key
...
Instead of using a 64-bit int key with viewport, opaque and depth,
it only uses a 32-bit float with only the depth.
Saves time in:
- No need to convert the 32-bit float into 24-bit int
- keys are shorter
2014-01-17 16:08:29 -08:00
Ricardo Quesada
9388253606
SpriteBatchCommand and ParticleBatchCommand use the BatchCommand
...
BatchCommand is being used by SpriteBatchCommand and ParticlesBatchCommand
This improves performance in batches
2014-01-15 16:07:38 -08:00
Ricardo Quesada
f8dc8f0b38
Renderer performance fixes
...
QuadCommand no longer stores a copy of the quads.
Instead it just stores a reference and the MV matrix.
Later, the Renderer when it copies the Quads to the queue, it will
convert the Quads to world coordinates
2014-01-15 14:35:26 -08:00
Ricardo Quesada
1dc169b19f
Camera is working again
...
Projection is passed in the shader.
Since P is in the shader, QuadCommand uses `Vec3Transform` instead of `Vec3TransformCoord` since it is faster.
2014-01-09 14:26:22 -08:00
Ricardo Quesada
aa2168f66f
RenderQuad with bigger size
...
It uses 18 bits for texture id
and 10 bits for shader id
This is a temporal fix
2014-01-06 23:41:01 -08:00
walzer
64af0de648
update copyrights for 2014, in cocos/2d/ folder
2014-01-07 11:25:07 +08:00
Huabing.Xu
40af66a7bc
remove commandPool in renderCommand
2013-12-27 13:51:11 +08:00
boyu0
2fb0179293
change QuadCommand variable to class member.
2013-12-26 16:36:03 +08:00
Ricardo Quesada
33c4f891a0
Adds 'CC' to renderer files
2013-12-17 18:41:09 -08:00