Optimize Scene Rendering (cache drawable bounds and layers for culling with less cache misses)
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@@ -329,6 +329,8 @@ void TextRender::UpdateLayout()
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_localBox = box;
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BoundingBox::Transform(_localBox, _world, _box);
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BoundingSphere::FromBox(_box, _sphere);
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateGeometry(this, _sceneRenderingKey);
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}
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bool TextRender::HasContentLoaded() const
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@@ -421,6 +423,12 @@ void TextRender::OnDebugDrawSelected()
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#endif
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void TextRender::OnLayerChanged()
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{
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateGeometry(this, _sceneRenderingKey);
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}
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bool TextRender::IntersectsItself(const Ray& ray, float& distance, Vector3& normal)
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{
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#if USE_PRECISE_MESH_INTERSECTS
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@@ -480,8 +488,6 @@ void TextRender::Deserialize(DeserializeStream& stream, ISerializeModifier* modi
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void TextRender::OnEnable()
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{
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GetSceneRendering()->AddGeometry(this);
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// Base
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Actor::OnEnable();
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@@ -489,6 +495,7 @@ void TextRender::OnEnable()
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{
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UpdateLayout();
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}
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_sceneRenderingKey = GetSceneRendering()->AddGeometry(this);
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}
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void TextRender::OnDisable()
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@@ -498,7 +505,7 @@ void TextRender::OnDisable()
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_isLocalized = false;
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Localization::LocalizationChanged.Unbind<TextRender, &TextRender::UpdateLayout>(this);
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}
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GetSceneRendering()->RemoveGeometry(this);
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GetSceneRendering()->RemoveGeometry(this, _sceneRenderingKey);
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// Base
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Actor::OnDisable();
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@@ -512,4 +519,6 @@ void TextRender::OnTransformChanged()
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_transform.GetWorld(_world);
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BoundingBox::Transform(_localBox, _world, _box);
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BoundingSphere::FromBox(_box, _sphere);
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateGeometry(this, _sceneRenderingKey);
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}
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