The binder calls create() if needed, so drop that call.
In the render function however, drop the binder.
Trying to create() again and again on every frame is a
waste of time.
Change-Id: I1e9cd8e2c97030b96e604256661e65ce75446e9d
Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
{
ensureInit();
- QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
- if (!m_vao.isCreated())
+ if (m_vao.isCreated())
+ m_vao.bind();
+ else
setupVertexAttribs();
StateBinder state(this);
updateDirtyUniforms();
f->glDrawArrays(GL_TRIANGLES, 0, m_logo.vertexCount());
+
+ if (m_vao.isCreated())
+ m_vao.release();
}
QOpenGLFramebufferObject *FbItemRenderer::createFramebufferObject(const QSize &size)
void FbItemRenderer::initBuf()
{
- m_vao.create();
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vao);
m_logoVbo.create();