March 29, 2015, 10:14 (GMT) |
Use simple smoothing function seems more predictable, less likely to spike. |
March 29, 2015, 06:04 (GMT) |
use glDrawRangeElements for camera glDrawElements has no way to say how much data from the vertex array is needed, so use the Range variant instead. glDrawArrays already has this range info. |
March 29, 2015, 05:51 (GMT) |
draw camera in 1 GL call (2 for active cam) |
March 29, 2015, 05:26 (GMT) |
draw camera using vertex array |
March 29, 2015, 05:03 (GMT) |
put all OB_CAMERA verts in single array also disable camera border hack (used for viewing THROUGH camera) to focus on whole-camera drawing. |
March 29, 2015, 04:22 (GMT) |
remove unused test pattern Helped for orientation before objects were drawn, no longer needed. |
March 28, 2015, 21:36 (GMT) |
Minor optimization re-ordering assignments here gives approx ~8% speedup. |
March 28, 2015, 21:27 (GMT) |
Pre-calculate vert-edge-count was being calculate each smooth iteration, ~10-15% speedup. |
March 28, 2015, 21:07 (GMT) |
Minor optimizations to smooth_iter, Use fast-path, for simple case (no weights, no boundaries), approx 6% speedup. |
March 28, 2015, 20:41 (GMT) |
Reuse normalized loop-edge-direction Was re-calculating the loop-edge-normal twice per loop, while calculating tangents. |
March 28, 2015, 20:09 (GMT) |
Minor edits to smooth-data iteration Simple changes to array handling gives approx 15% speedup |
March 28, 2015, 19:32 (GMT) |
Add in timing ifdef |
March 28, 2015, 19:24 (GMT) |
Misc minor edits - use unsigned int - use const - simplify logic & error checks |
March 28, 2015, 18:24 (GMT) |
Initial cleanup |
March 28, 2015, 17:44 (GMT) |
Revision fb62847 by Campbell Barton March 28, 2015, 17:40 (GMT) |
Experimental D1183 branch, original patch by @sazerac |
March 28, 2015, 08:33 (GMT) |
new draw path for Mesh & Camera objects Used only when �??new viewport�? pref is checked, so we can switch back & forth for comparison. Camera because it�??s simple �?? scoped some vars, removed an extra line segment, touch back face cull state only when needed. Mesh because it�??s interesting �?? very little difference, just factored out edit mesh drawing & touch back face cull state only when needed. Also added (temporary) call graph tracing, to help me make sense of the object drawing logic. More to come for these object types, will run with these and add more object types later. Not using our new APIs yet but that is the goal. |
March 27, 2015, 21:23 (GMT) |
Merge branch 'master' into asset-experiments |
March 27, 2015, 21:05 (GMT) |
WIP cache system for filebrowser entries. Core part seems to be working, but this is still heavy WIP, much to do to resume complete features from existing code. Mainly: * Previews (those should only be ran on cached items now). * Use block-caching to load in-display entries. * Rework things like selection (cannot store selected states in entires anymore). Also, internal listing is stupid currently (since it still stores everything as FileDirEntry & co), not really crucial currently, but ultimately it'll use its own, compact struct to keep full listing! Also did some minor cleanup/renaming. |
March 27, 2015, 16:27 (GMT) |
Merge branch 'alembic' into gooseberry |
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