mesh profiling
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@ -1973,6 +1973,7 @@ Performance improvements
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- Nearby entity lookup caching per frame
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- Far-away entities do not spawn physics by default
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Lod emitter service checker function
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Mesh profiling
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@ -445,6 +445,7 @@ public class Mesh {
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}
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if(renderPipelineState.getUseLight()){
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Globals.profiler.beginAggregateCpuSample("Light");
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//Until we switch to uniform buffer objects we will have to buffer lighting data here manually each time we draw
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//side note: :(
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if(Globals.renderingEngine.getLightManager() == null){
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@ -463,6 +464,7 @@ public class Mesh {
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}
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Globals.renderingEngine.checkError();
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Globals.profiler.endCpuSample();
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}
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if(renderPipelineState.getUseMaterial() && textureMask == null){
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@ -483,6 +485,7 @@ public class Mesh {
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//
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//The texture masking logic
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if(textureMask != null){
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Globals.profiler.beginAggregateCpuSample("Texture mask");
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//
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//path that uses already-defined texture objects
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if(textureMask.getTextures() != null){
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@ -507,6 +510,7 @@ public class Mesh {
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}
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}
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Globals.renderingEngine.checkError();
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Globals.profiler.endCpuSample();
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}
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if(renderPipelineState.getUseShadowMap()){
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@ -574,15 +578,19 @@ public class Mesh {
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}
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if(renderPipelineState.getBufferNonStandardUniforms()){
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Globals.profiler.beginAggregateCpuSample("Nonstandard uniforms");
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this.bufferAllUniforms(openGLState);
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Globals.renderingEngine.checkError();
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Globals.profiler.endCpuSample();
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}
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if(renderPipelineState.getInstanced()){
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Globals.profiler.beginAggregateCpuSample("Instance logic");
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if(renderPipelineState.getInstanceData()!=null){
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InstanceData instanceData = renderPipelineState.getInstanceData();
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instanceData.upload(openGLState, renderPipelineState);
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}
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Globals.profiler.endCpuSample();
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}
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