Avoid several excessive per-frame LLView::getChildView calls by instead caching the results in postBuild. (Added CachedUICtrl, which is basically just a self-nulling pointer to not have to make ui ctors dirtier)

This commit is contained in:
Shyotl
2012-08-03 20:51:53 -05:00
parent ef601d3345
commit d2b13f515d
20 changed files with 210 additions and 99 deletions

View File

@@ -364,12 +364,14 @@ public:
void begin(const GLuint& mode);
void end();
void vertex2i(const GLint& x, const GLint& y);
void vertex2f(const GLfloat& x, const GLfloat& y);
void vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z);
void vertex2fv(const GLfloat* v);
void vertex3fv(const GLfloat* v);
LL_FORCE_INLINE void vertex2i(const GLint& x, const GLint& y) { vertex4a(LLVector4a((GLfloat)x,(GLfloat)y,0.f)); }
LL_FORCE_INLINE void vertex2f(const GLfloat& x, const GLfloat& y) { vertex4a(LLVector4a(x,y,0.f)); }
LL_FORCE_INLINE void vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) { vertex4a(LLVector4a(x,y,z)); }
LL_FORCE_INLINE void vertex2fv(const GLfloat* v) { vertex4a(LLVector4a(v[0],v[1],0.f)); }
LL_FORCE_INLINE void vertex3fv(const GLfloat* v) { vertex4a(LLVector4a(v[0],v[1],v[2])); }
void vertex4a(const LLVector4a& v);
void texCoord2i(const GLint& x, const GLint& y);
void texCoord2f(const GLfloat& x, const GLfloat& y);
void texCoord2fv(const GLfloat* tc);