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authorSergey Sharybin <sergey.vfx@gmail.com>2015-02-18 20:47:23 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-03-13 15:39:21 +0300
commit2ef2f085fb743c12d1cabd71d42dd00334de696b (patch)
tree7fa9e2fa759f925d7278d7addb2b1737e24bd27b /source/blender/editors/include/ED_mesh.h
parent0e18a5643239203385258b7d64f2d6b15594fa46 (diff)
Add an option to mesh.calc_tessface() to get rid of polygons and loops
The purpose of this change is to add extra possibility to render engines and export scripts to reduce peak memory footprint during their operation. This new argument should be used with care since it'll leave mesh in not really compatible with blender format, but it's ok to be used on temp meshes. Unfortunately, it's hard to get scene where it'll show huge benefit because in my tests with cycles peak memory is reached in MEM_printmemlist_stats(). However, in the file with sintel dragon it gives around 1gig of memory benefit after removing the polys which would allow other heavy to compute stuff such as hair (or even pointiness calculation) to not be a peak memory usage. In any case, this change is nice to have IMO, and only means more parts of scene export code should be optimized memory-wise. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D1125
Diffstat (limited to 'source/blender/editors/include/ED_mesh.h')
-rw-r--r--source/blender/editors/include/ED_mesh.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_mesh.h b/source/blender/editors/include/ED_mesh.h
index 8eb7fdf0c40..ccf97221112 100644
--- a/source/blender/editors/include/ED_mesh.h
+++ b/source/blender/editors/include/ED_mesh.h
@@ -256,7 +256,7 @@ void ED_mesh_faces_remove(struct Mesh *mesh, struct ReportList *reports, int cou
void ED_mesh_edges_remove(struct Mesh *mesh, struct ReportList *reports, int count);
void ED_mesh_vertices_remove(struct Mesh *mesh, struct ReportList *reports, int count);
-void ED_mesh_calc_tessface(struct Mesh *mesh);
+void ED_mesh_calc_tessface(struct Mesh *mesh, bool free_mpoly);
void ED_mesh_update(struct Mesh *mesh, struct bContext *C, int calc_edges, int calc_tessface);
void ED_mesh_uv_texture_ensure(struct Mesh *me, const char *name);