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ios: improved significantly rendering performance
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@@ -70,8 +70,8 @@ private:
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rtabmap::Transform getPose() const {return pose_;}
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const glm::mat4 & getPoseGl() const {return poseGl_;}
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bool isVisible() const {return visible_;}
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bool hasMesh() const {return polygons_.size()!=0;}
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bool hasTexture() const {return textures_ != 0;}
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bool hasMesh() const {return index_buffers_[0] != 0;}
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bool hasTexture() const {return texture_ != 0;}
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float getMinHeight() const {return minHeight_;}
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const pcl::PointXYZ & aabbMinModel() const {return aabbMinModel_;}
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const pcl::PointXYZ & aabbMaxModel() const {return aabbMaxModel_;}
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@@ -115,14 +115,10 @@ private:
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private:
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// Vertex buffer of the point cloud geometry.
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GLuint vertex_buffers_;
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GLuint textures_;
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std::vector<GLuint> polygons_;
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std::vector<GLuint> polygonsLowRes_;
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std::vector<GLuint> polygonLines_;
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std::vector<GLuint> polygonLinesLowRes_;
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std::vector<GLuint> verticesLowRes_;
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std::vector<GLuint> verticesLowLowRes_;
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GLuint vertex_buffer_;
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GLuint texture_;
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std::vector<GLuint> index_buffers_;
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std::vector<int> index_buffers_count_;
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int nPoints_;
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rtabmap::Transform pose_;
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glm::mat4 poseGl_;
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