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Currently, one can tell a render target to preserve opengl state, but this means the complete render state is pushed/popped for each and every drawable Optimization ok, so the question remains:. Most of the time when.

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That means the problem is then with how you load and apply the texture to your render state Optimizing dynamic text renderingpercentage values describe how much of the whole time for this method was taken by the given line So please show the code of how you load and apply a texture to your render state.

Default value for render states ?however, i couldn't find this constant

Is it still planned to be added It would be very useful. If you want to use a single specific render state, for example a shader, you can pass it directly to the draw function Shader and render texturei wanna create something like lighting with multiple lights

Here is picture how it looks with one light But i wanna use multiple lights with using shaders for. They are drawn using the same shader The render state is translated (diagonal), rotated (90deg) and scaled (x10) to reveal the issue

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The vertex shader passes the gl_vertex.

Hi, i'm currently working on my lighting system I use a simple shader to draw a light gradient, draw those light sources via sf::blendadd to a render texture and finally fetch the.

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