// 2. Implement class inheriting from ObjectRenderer using that type in objectrenderer.h and objectrenderer.cpp
// 3. Add it here
// 4. Profit
+
+
+#ifndef QUADTREE_DISABLED
+ m_quadtree_max_depth = 1;
+ m_current_quadtree_node = document.GetQuadTree().root_id;
+#endif
}
/**
m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
m_cached_display.Clear();
+ // When we QuadTree, this will be magic.
+ int first_obj = 0;
+ int last_obj = m_document.ObjectCount();
// Render using GPU
if (m_use_gpu_rendering)
for (unsigned i = 0; i < m_object_renderers.size(); ++i)
{
- m_object_renderers[i]->RenderUsingGPU();
+ m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
}
glDisableVertexAttribArray(0);
for (unsigned i = 0; i < m_object_renderers.size(); ++i)
{
- m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height});
+ m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
}
m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
// Debug for great victory (do something similar for GPU and compare?)