diff options
author | Joseph Eagar <joeedh@gmail.com> | 2022-10-07 00:06:16 +0300 |
---|---|---|
committer | Joseph Eagar <joeedh@gmail.com> | 2022-10-07 00:06:16 +0300 |
commit | 53d937a1700021e0cb7a52aa0c45da0014974e81 (patch) | |
tree | 2713e3a607d36ec4bdbb907a4bedc0e5b4a2a746 /source/blender/blenkernel | |
parent | dfa0eb298ed3fa08cc70a472eb9427b515040457 (diff) |
Sculpt: Raise pbvh->leaf_limit to 400 for dyntopo
Setting pbvh->leaf_limit (the max triangles per node)
too low results in lots of distinct GPU meshes, which
can be slow for even moderately sized sculpt meshes
(starts to be a problem around 100-150k triangles).
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r-- | source/blender/blenkernel/intern/pbvh_bmesh.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/pbvh_bmesh.c b/source/blender/blenkernel/intern/pbvh_bmesh.c index de908adac79..516e1fb4639 100644 --- a/source/blender/blenkernel/intern/pbvh_bmesh.c +++ b/source/blender/blenkernel/intern/pbvh_bmesh.c @@ -1884,7 +1884,7 @@ void BKE_pbvh_build_bmesh(PBVH *pbvh, pbvh->bm_log = log; /* TODO: choose leaf limit better */ - pbvh->leaf_limit = 100; + pbvh->leaf_limit = 400; BKE_pbvh_update_bmesh_offsets(pbvh, cd_vert_node_offset, cd_face_node_offset); |