renderer: moved all shader code into one solidified function

Makes texture-based optimizations easier when they're all in one place.
This commit is contained in:
itsmattkc
2020-06-10 01:54:02 +10:00
parent 29537fea3c
commit 71ec148e76
35 changed files with 274 additions and 191 deletions
+2 -2
View File
@@ -139,11 +139,11 @@ void TransitionBlock::Hash(QCryptographicHash &hash, const rational &time) const
hash.addData(reinterpret_cast<const char*>(&in_prog), sizeof(double));
hash.addData(reinterpret_cast<const char*>(&out_prog), sizeof(double));
if (out_block_input_->IsConnected()) {
if (out_block_input_->is_connected()) {
out_block_input_->get_connected_node()->Hash(hash, time);
}
if (in_block_input_->IsConnected()) {
if (in_block_input_->is_connected()) {
in_block_input_->get_connected_node()->Hash(hash, time);
}
}