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authorTon Roosendaal <ton@blender.org>2006-11-21 00:25:02 +0300
committerTon Roosendaal <ton@blender.org>2006-11-21 00:25:02 +0300
commitc57d5bca73ce274f41febace72388e9e198d4d35 (patch)
treec1372d1a1e49beebbd98af27332824dadc3544bf /source/blender/blenkernel/intern/cdderivedmesh.c
parent208e69abab9d4a2581e3295f46728ff184fe77b2 (diff)
Step one in migrating to use glArray calls in Blender
- Curve/Nurbs/Font/MBall now all draw arrays. - had to flip abgr to rgba in shaded drawing - Mesh drawing can't be easily done; the indices for faces are not in in one chunk. Also need a way to gether trias/quads, per material. Speedup results are mixed. Something between 2-4 times. Especially for text it seems to help.
Diffstat (limited to 'source/blender/blenkernel/intern/cdderivedmesh.c')
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index 78ee6bb40e2..19898ebb03c 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -343,26 +343,26 @@ static void cdDM_drawFacesColored(DerivedMesh *dm, int useTwoSided, unsigned cha
glBegin(glmode = new_glmode);
}
- glColor3ub(cp1[3], cp1[2], cp1[1]);
+ glColor3ub(cp1[0], cp1[1], cp1[2]);
glVertex3fv(mvert[mface->v1].co);
- glColor3ub(cp1[7], cp1[6], cp1[5]);
+ glColor3ub(cp1[4], cp1[5], cp1[6]);
glVertex3fv(mvert[mface->v2].co);
- glColor3ub(cp1[11], cp1[10], cp1[9]);
+ glColor3ub(cp1[8], cp1[9], cp1[10]);
glVertex3fv(mvert[mface->v3].co);
if(mface->v4) {
- glColor3ub(cp1[15], cp1[14], cp1[13]);
+ glColor3ub(cp1[12], cp1[13], cp1[14]);
glVertex3fv(mvert[mface->v4].co);
}
if(useTwoSided) {
- glColor3ub(cp2[11], cp2[10], cp2[9]);
+ glColor3ub(cp2[8], cp2[9], cp2[10]);
glVertex3fv(mvert[mface->v3].co );
- glColor3ub(cp2[7], cp2[6], cp2[5]);
+ glColor3ub(cp2[4], cp2[5], cp2[6]);
glVertex3fv(mvert[mface->v2].co );
- glColor3ub(cp2[3], cp2[2], cp2[1]);
+ glColor3ub(cp2[0], cp2[1], cp2[2]);
glVertex3fv(mvert[mface->v1].co );
if(mface->v4) {
- glColor3ub(cp2[15], cp2[14], cp2[13]);
+ glColor3ub(cp2[12], cp2[13], cp2[14]);
glVertex3fv(mvert[mface->v4].co );
}
}