diff options
author | Ton Roosendaal <ton@blender.org> | 2006-11-21 00:25:02 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2006-11-21 00:25:02 +0300 |
commit | c57d5bca73ce274f41febace72388e9e198d4d35 (patch) | |
tree | c1372d1a1e49beebbd98af27332824dadc3544bf /source/blender/blenkernel/intern/cdderivedmesh.c | |
parent | 208e69abab9d4a2581e3295f46728ff184fe77b2 (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.c | 16 |
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 ); } } |