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uniform mvp optimizations
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@@ -741,7 +741,7 @@ texture_manager::GetTextureId( std::string Filename, std::string const &Dir, int
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void
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texture_manager::Bind( texture_manager::size_type const Id ) {
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/*
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// NOTE: this optimization disabled for the time being, until the render code is reviewed
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// having it active would lead to some terrain and spline chunks receiving wrong
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// (the most recent?) texture, instead of the proper one. It'd also affect negatively
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@@ -750,7 +750,7 @@ texture_manager::Bind( texture_manager::size_type const Id ) {
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// don't bind again what's already active
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return;
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}
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*/
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// TODO: do binding in texture object, add support for other types
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if( Id != 0 ) {
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