e1d4d50cd6
* move position updates of flakes to shader * remove the for-loop which updates the flakes. This is handled in the loop for painting the flakes * Don't test in each frame if a flake is on the screen. Precalculate the number of frames when then flake is on the screen and count the flakes. * Set PAINT_SCREEN_TRANSFORMED * Remove all unneeded code (like a QTime object when we already get the time in the method) Now it takes ~ 17 % of CPU usage on my system. Seems to be the maximum of what is possible. svn path=/trunk/KDE/kdebase/workspace/; revision=884305 |
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blur-render.frag | ||
blur-render.vert | ||
blur.frag | ||
blur.vert | ||
circle-edgy.png | ||
circle.png | ||
cubecap.png | ||
cylinder.frag | ||
cylinder.vert | ||
explosion-end.png | ||
explosion-start.png | ||
explosion.frag | ||
explosion.vert | ||
invert.frag | ||
invert.vert | ||
lookingglass.frag | ||
lookingglass.vert | ||
shadow-texture.png | ||
sharpen.frag | ||
sharpen.vert | ||
snow.frag | ||
snow.vert | ||
snowflake.png | ||
sphere.vert | ||
trackmouse.png |