X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.h;fp=src%2Fobjectrenderer.h;h=60cba6c03605b76ea5f5945e0b67a49da9de9f86;hp=6f29add264b9572930b9a7b1975882c4c380b553;hb=47c305b00cc92169d826b0ca5268c92b1d019e28;hpb=f06cfbc2d5986de9f9489e5cd9424231f310d471 diff --git a/src/objectrenderer.h b/src/objectrenderer.h index 6f29add..60cba6c 100644 --- a/src/objectrenderer.h +++ b/src/objectrenderer.h @@ -34,7 +34,7 @@ namespace IPDF * Use the GPU to render the objects - GLSL shader approach * This way is definitely faster, but subject to the GPU's limitations on precision */ - virtual void RenderUsingGPU(); + virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id); /** * Use the CPU to render the objects - "make a bitmap and convert it to a texture" approach @@ -110,7 +110,7 @@ namespace IPDF public: BezierRenderer() : ObjectRenderer(BEZIER, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/bezier_texbuf_geom.glsl") {} virtual ~BezierRenderer() {} - virtual void RenderUsingGPU(); + virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id); virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target); void PrepareBezierGPUBuffer(const Objects & objects); private: