Blender Git Statistics -> Branches -> blender2.8-snapping_with_occlusion
"Blender2.8-snapping_with_occlusion" branch
Total commits : 4
Total committers : 1
First Commit : May 6, 2018
Latest Commit : May 6, 2018
Commits by Date
| Date | Number of Commits | |
|---|---|---|
| May 6, 2018 | 4 | |
Committers
| Author | Number of Commits |
|---|---|
| Germano Cavalcante | 4 |
Popular Files
| Filename | Total Edits |
|---|---|
| draw_manager.c | 407 |
| object_mode.c | 174 |
| eevee_private.h | 171 |
| DRW_render.h | 160 |
| drawobject.c | 151 |
| eevee_engine.c | 149 |
| view3d_draw.c | 144 |
| rna_scene.c | 134 |
| eevee_materials.c | 127 |
| CMakeLists.txt | 123 |
Latest commits 
May 6, 2018, 23:08 (GMT) |
BKE: bvhutils: bvhkdop functions were not made to work with zero-leaf trees. Another solution would be to modify BLI_kdopbvh. But let's just avoid creating bvhtrees with zero leaf for now. |
May 6, 2018, 23:08 (GMT) |
Transform: snap_object: Make snapDerivedMesh use bvhtrees from loose edges and bvhtrees from loose verts. Bvhtrees take up a lot of memory space, reusing the common bvhtree of looptris to snap to vertices and edges is a good way to save memory. Unfortunately we have a worse performance: worsening around 63% in the snap operation and 46% in the creation of bvhtrees. But since the CPU time of snapping operations (no matter how higth poly the object is) corresponds to less than 0.01% of all CPU time of a blender frame, that change is not really significant. Snapping operations on a mesh in edit mode have not changed significantly. |
May 6, 2018, 23:08 (GMT) |
BKE: bvhutils: Adds support for bvhtrees from loose verts. |
May 6, 2018, 23:08 (GMT) |
BKE: bvhutils: Adds support for bvhtrees from loose edges. |
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