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OpenGL modernization: waterfall texture update optimization
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@ -603,10 +603,18 @@ void GLSpectrum::paintGL()
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};
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for (int i = 0; i < m_waterfallBufferPos; i++)
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if (m_waterfallTexturePos + m_waterfallBufferPos < m_waterfallTextureHeight)
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{
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m_glShaderWaterfall.subTexture(0, m_waterfallTexturePos, m_fftSize, 1, m_waterfallBuffer->scanLine(i));
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m_waterfallTexturePos = (m_waterfallTexturePos + 1) % m_waterfallTextureHeight;
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m_glShaderWaterfall.subTexture(0, m_waterfallTexturePos, m_fftSize, m_waterfallBufferPos, m_waterfallBuffer->scanLine(0));
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m_waterfallTexturePos += m_waterfallBufferPos;
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}
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else
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{
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int breakLine = m_waterfallTextureHeight - m_waterfallTexturePos;
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int linesLeft = m_waterfallTexturePos + m_waterfallBufferPos - m_waterfallTextureHeight;
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m_glShaderWaterfall.subTexture(0, m_waterfallTexturePos, m_fftSize, breakLine, m_waterfallBuffer->scanLine(0));
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m_glShaderWaterfall.subTexture(0, 0, m_fftSize, linesLeft, m_waterfallBuffer->scanLine(breakLine));
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m_waterfallTexturePos = linesLeft;
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}
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m_waterfallBufferPos = 0;
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