While possibly double-checking the pointer now (which would be slightly slower when it's non-0), it's generally increasing speed of SMaterialLayer as our allocator is still somewhat expensive when the pointer is 0 (which is generally the case). And the cost would increase further when we raise max texture numbers soon.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5676 dfc29bdd-3216-0410-991c-e03cc46cb475
This increases speed slightly (mainly in debug and more so when we increase max-texture-limit soon).
Texture-matrices are only used together with textures in the fixed function pipeline and for shaders the users
have to to pass them anyway on their own.
So the main difference now is that after setMaterial calls with empty texture pointers we no longer get
a changed texture matrix which can be checked with IVideoDriver::getTransform.
I suppose the main reason where we might want to still access that matrix without a textures is when it's abused to pass values for other stuff in shaders (which is still possible).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5674 dfc29bdd-3216-0410-991c-e03cc46cb475
- Improved IRenderTarget::setTexture warnings.
- Minor improvements for textures in D3D9 and OpenGL drivers.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5241 dfc29bdd-3216-0410-991c-e03cc46cb475
Changes in version 1.4 (... 13.11.2007)
- Fixed somed CQuake3ShaderSceneNode problems.
- Changed BurningsVideo internal Vertex Format. version changed to 0.39
- SceneManager:
Removed the seperate rendering states for quake3 Shader Scene Nodes.
Nodes are now solid or transparent. ( but still more states are needed )
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1046 dfc29bdd-3216-0410-991c-e03cc46cb475