From 420604efafdacc89ff38d3fb5dbdec3c4b30767f Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 11 Mar 2026 02:23:59 +0000 Subject: Sprinkling of glDebugScope in assets and render parts --- game/terrain.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'game/terrain.cpp') diff --git a/game/terrain.cpp b/game/terrain.cpp index 065842f..43b1152 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -108,6 +108,7 @@ Terrain::pruneOrphanMeshes(const SurfaceIndices & surfaceIndices) void Terrain::generateMeshes() { + glDebugScope _ {0}; copyVerticesToBuffer(); const auto surfaceIndices = mapSurfaceFacesToIndices(); copyIndicesToBuffers(surfaceIndices); @@ -128,6 +129,7 @@ Terrain::afterChange() void Terrain::render(const SceneShader & shader, const Frustum & frustum) const { + glDebugScope _ {0}; grass->bind(0); const auto chunkBySurface = std::views::chunk_by([](const auto & itr1, const auto & itr2) { @@ -149,6 +151,7 @@ Terrain::render(const SceneShader & shader, const Frustum & frustum) const void Terrain::shadows(const ShadowMapper & shadowMapper, const Frustum & frustum) const { + glDebugScope _ {0}; shadowMapper.landmess.use(); for (const auto & [surface, sab] : meshes) { if (frustum.contains(sab.aabb)) { -- cgit v1.3