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authorCampbell Barton <ideasman42@gmail.com>2013-01-29 19:05:23 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-01-29 19:05:23 +0400
commit2b875a947ff831dd8f7d4b5bc2d5df10f614864d (patch)
tree768be65da6d7433515bb17a4e2897c1ed30b32ef /source/blender/blenlib/intern/math_rotation.c
parentd18fca88b9b292631b02fe98055372d4746866c3 (diff)
skip calculating the normal for each face when triangulating, all callers make sure its valid. also remove some commented code (more then one generation of bmesh old).
Diffstat (limited to 'source/blender/blenlib/intern/math_rotation.c')
-rw-r--r--source/blender/blenlib/intern/math_rotation.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c
index b38b5a2de10..e6399ed356e 100644
--- a/source/blender/blenlib/intern/math_rotation.c
+++ b/source/blender/blenlib/intern/math_rotation.c
@@ -84,6 +84,8 @@ void mul_qt_qtqt(float q[4], const float q1[4], const float q2[4])
* \note:
* Assumes a unit quaternion?
*
+ * \note: multiplying by 3x3 matrix is ~25% faster.
+ *
* in fact not, but you may want to use a unit quat, read on...
*
* Shortcut for 'q v q*' when \a v is actually a quaternion.