Turns out raycasting every 1/30th of a second takes a massive hit on performance
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@@ -650,7 +650,7 @@ void Application::onGraphics(RenderDevice* rd) {
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glEnable( GL_TEXTURE_2D );
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glEnable( GL_TEXTURE_2D );
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glEnable(GL_BLEND);// you enable blending function
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glEnable(GL_BLEND);// you enable blending function
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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/*
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std::vector<Instance*> instances = _dataModel->getWorkspace()->getAllChildren();
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std::vector<Instance*> instances = _dataModel->getWorkspace()->getAllChildren();
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currentcursorid = cursorid;
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currentcursorid = cursorid;
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for(size_t i = 0; i < instances.size(); i++)
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for(size_t i = 0; i < instances.size(); i++)
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@@ -667,7 +667,7 @@ void Application::onGraphics(RenderDevice* rd) {
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}
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}
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}
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}
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*/
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glBindTexture( GL_TEXTURE_2D, currentcursorid);
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glBindTexture( GL_TEXTURE_2D, currentcursorid);
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