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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-08 01:09:08 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2016-05-28 19:31:00 +0300
commitc96a4c8a2aeab761983b2b9c76104639c5721a2f (patch)
tree83f45ccbb3a9651df2785abb2ed8eb376a0e7c7e /intern/cycles/render/mesh_displace.cpp
parentb94bfe4cd8362abc4e8d256a081dc364c28a3117 (diff)
Code refactor: modify mesh storage to use arrays rather than vectors, separate some arrays.
Differential Revision: https://developer.blender.org/D2016
Diffstat (limited to 'intern/cycles/render/mesh_displace.cpp')
-rw-r--r--intern/cycles/render/mesh_displace.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/intern/cycles/render/mesh_displace.cpp b/intern/cycles/render/mesh_displace.cpp
index d19bf2084d7..95f46ff02a2 100644
--- a/intern/cycles/render/mesh_displace.cpp
+++ b/intern/cycles/render/mesh_displace.cpp
@@ -60,8 +60,9 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
uint4 *d_input_data = d_input.resize(num_verts);
size_t d_input_size = 0;
- for(size_t i = 0; i < mesh->triangles.size(); i++) {
- Mesh::Triangle t = mesh->triangles[i];
+ size_t num_triangles = mesh->num_triangles();
+ for(size_t i = 0; i < num_triangles; i++) {
+ Mesh::Triangle t = mesh->get_triangle(i);
int shader_index = mesh->shader[i];
Shader *shader = (shader_index < mesh->used_shaders.size()) ?
mesh->used_shaders[shader_index] : scene->default_surface;
@@ -146,8 +147,8 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
float4 *offset = (float4*)d_output.data_pointer;
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
- for(size_t i = 0; i < mesh->triangles.size(); i++) {
- Mesh::Triangle t = mesh->triangles[i];
+ for(size_t i = 0; i < num_triangles; i++) {
+ Mesh::Triangle t = mesh->get_triangle(i);
int shader_index = mesh->shader[i];
Shader *shader = (shader_index < mesh->used_shaders.size()) ?
mesh->used_shaders[shader_index] : scene->default_surface;