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Draw call batching for Paths #81
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.../src/commonMain/kotlin/earth/worldwind/shape/milstd2525/AbstractMilStd2525TacticalGraphic.kt
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.../src/commonMain/kotlin/earth/worldwind/shape/milstd2525/AbstractMilStd2525TacticalGraphic.kt
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worldwind/src/commonMain/kotlin/earth/worldwind/layer/RenderableLayer.kt
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worldwind/src/commonMain/kotlin/earth/worldwind/layer/RenderableLayer.kt
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worldwind/src/commonMain/kotlin/earth/worldwind/layer/RenderableLayer.kt
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worldwind/src/commonMain/kotlin/earth/worldwind/layer/RenderableLayer.kt
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worldwind/src/commonMain/kotlin/earth/worldwind/render/VertexState.kt
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| open class TriangleShaderProgram : AbstractShaderProgram() { | ||
| override var programSources = arrayOf( | ||
| """ | ||
| #version 300 es |
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Should we add ES 3.0 declaration in Android manifest also? Or we already have it there?
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just use it for this file. We will need to rewrite all other shaders if this will be added to manifest, probably should be done in separate pr if ever
| var maximumIntermediatePoints = 10 | ||
| protected lateinit var activeAttributes: ShapeAttributes | ||
| protected var isSurfaceShape = false | ||
| lateinit var activeAttributes: ShapeAttributes |
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Do we still need to have it public?
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Yes, still used in PathSet to get attributes
| protected var isSurfaceShape = false | ||
| lateinit var activeAttributes: ShapeAttributes | ||
| protected set | ||
| var isSurfaceShape = false |
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Smae here. Do we still need to hava it public?
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Yes, still used in PathSet to get attributes
| var lastRequestedFrameIndex = 0L | ||
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| open fun addToBatch(rc : RenderContext) : Boolean { | ||
| return rc.currentLayer is RenderableLayer && allowBatching && !isHighlighted |
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In case of Graticule it will not b a renderable layer. Can we remove this cast check?
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Added TODO comment, better to address that in another PR with more testing
EMaksymenko
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Please review my comments.
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