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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-11-25 16:40:43 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-11-25 16:40:43 +0300 |
commit | 134935a8db7fe6137bb8a508771757beeb68b2b3 (patch) | |
tree | f04d8dbe44cab60ecd2e5279bb1559dcaa31c7f0 /source/blender/blenkernel/intern/customdata.c | |
parent | a1bf207be31f4bb578e920bc472cc3471a6554ca (diff) |
Sculpt: Grid based PBVH
* PBVH can now be created contain both from face grids or standard
meshes. The former is much quicker to build for high res meshes.
* Moved some drawing code into pbvh (mostly for the frustum test).
* Moved ray intersection code into pbvh.
* GPU buffers also can be built from either mesh or grids now.
* Updated sculpt code to work with this. The ugly part is that there
is now a macro for iterating over vertices, to handle both cases,
and some duplicated code for e.g. undo.
* Smooth brush does not work yet with grids.
Diffstat (limited to 'source/blender/blenkernel/intern/customdata.c')
0 files changed, 0 insertions, 0 deletions