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Enable light sources directly to avoid virtual calls #2274

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merged 1 commit into from
Mar 21, 2019

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akortunov
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Based on bzzt's changes.
The setAssociatedModes is supposed to fill the ModeUsage via getModeUsage() and apply specified changes to the stateset.
Currently we use it to enable light sources.
In theory, we can enable light sources directly via a quite common OSG code pattern to avoid overhead.

As a result, every stateset creation in the LightManager takes about 1 microsecond less time.

@psi29a psi29a merged commit 0c11f90 into OpenMW:master Mar 21, 2019
davidcernat pushed a commit to davidcernat/openmw that referenced this pull request Nov 21, 2019
davidcernat pushed a commit to davidcernat/openmw that referenced this pull request Nov 21, 2019
Resolve merge issues related to CHANGELOG.md

* master:
  Optimize skinning (task #4605)
  Update changelog
  Update some comments
  Set the OpenAL source offset after setting the buffer
  Make Move and MoveWorld console commands move actors standing on moving object (bug OpenMW#2274)
  Adding Changelog entry
  Allow messageboxes arguments to have newline characters (bug #3836)
  Check for impact immediately when launch a projectile (bug OpenMW#3059)
  Fix gold count calculation in pickupObject (bug #4604)
  Correct special case soundgen comparisons
  Move "land" check earlier
  Fixes #3681
  Play landing sound manually and ignore land soundgen textkeys (bug OpenMW#2256)
  Make some more optimizations to actor processing loops
  Fix freeze in getActorsSidingWith
  Addiong missing "to" word
  Adding common problems that were previous on the site FAQ
  Treat <> and << operators as < and  >< and >> as > in scripts
  stage1: priorities for event music and other minor improvements to the music system

# Conflicts:
#	CHANGELOG.md
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