Refactoring, Adding caching, ...
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@@ -210,7 +210,7 @@ void Controller::updateExposure(ShaderProgram *shaderProgram)
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shaderProgram->unbind();
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}
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ShaderProgram* Controller::getShaderProgramByName(const char *name)
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ShaderProgram* Controller::getShaderProgramByName(const std::string& name)
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{
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for (auto it = shaderPrograms.begin(); it != shaderPrograms.end(); it++) {
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if((*it)->getUniqueName() == name) {
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@@ -221,7 +221,7 @@ ShaderProgram* Controller::getShaderProgramByName(const char *name)
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return nullptr;
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}
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ShaderProgram* Controller::getShaderProgramByName(std::vector<ShaderProgram*> shaderPrograms, const char *name)
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ShaderProgram* Controller::getShaderProgramByName(std::vector<ShaderProgram*> shaderPrograms, const std::string& name)
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{
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for (auto it = shaderPrograms.begin(); it != shaderPrograms.end(); it++) {
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if((*it)->getUniqueName() == name) {
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@@ -237,7 +237,6 @@ void Controller::setMaxFps(uint16_t fps)
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MAX_FPS = fps;
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}
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#ifdef _DEBUG
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void Controller::renderImGui(World *world, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateEntity, bool *rotateLightSource, ShaderProgram *postProcessingProgram, float *intensity, bool *drawShadows)
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{
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