Turns out raycasting every 1/30th of a second takes a massive hit on performance

This commit is contained in:
andreja6
2019-11-07 21:52:46 -08:00
parent 4d13650c6d
commit f99e6cbff7

View File

@@ -650,7 +650,7 @@ void Application::onGraphics(RenderDevice* rd) {
glEnable( GL_TEXTURE_2D );
glEnable(GL_BLEND);// you enable blending function
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/*
std::vector<Instance*> instances = _dataModel->getWorkspace()->getAllChildren();
currentcursorid = cursorid;
for(size_t i = 0; i < instances.size(); i++)
@@ -667,7 +667,7 @@ void Application::onGraphics(RenderDevice* rd) {
}
}
*/
glBindTexture( GL_TEXTURE_2D, currentcursorid);