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authorGermano <germano.costa@ig.com.br>2018-05-10 19:40:30 +0300
committerGermano <germano.costa@ig.com.br>2018-05-10 19:40:30 +0300
commit55389d4899d4ebea090dbd9579179455d04900b7 (patch)
tree657e7beb0b9fa5ee012f8f0a09ca361a95412531 /source/blender/blenkernel/intern
parenta35b9cc30223dd8f6edad572c5d66fa92afb04bc (diff)
Transform: Make snapDerivedMesh use bvhtrees from loose edges and bvhtrees from loose verts.
Bvhtrees take up a lot of memory space, reusing the common bvhtree of looptris to snap to vertices and edges is a good way to save memory. Unfortunately we have a worsening performance in the snapping operation around 63% (addition to the original time). But as we often do not need to build a bvhtree of loose verts and loose edges, we have an improvement in cache time :) Since the CPU time of snapping operations (no matter how higth poly the object is) corresponds to less than 0.01% of all CPU time of a blender frame, that change is not really significant. Snapping operations on a mesh in edit mode have not changed significantly. Signed-off-by: Germano <germano.costa@ig.com.br>
Diffstat (limited to 'source/blender/blenkernel/intern')
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