diff options
author | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2014-05-19 06:10:11 +0400 |
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committer | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2014-07-23 08:03:55 +0400 |
commit | 54109add6578da9f306973e2e224664e2d63e534 (patch) | |
tree | c07414977e7195a4155eaa66ad3b069fbe8fff04 /source/blender/freestyle | |
parent | c32a671b3a7f2908c03bcb60f46ca40250dd08fa (diff) |
Freestyle: minor speedup by omitting unnecessary transform matrix operations in the file loader.
Previously the imported mesh data were transformed by a local-to-world projection matrix
through NodeTransform. Now that the file loader assumes the imported mesh data already
in the camera coordinate system, an indentity matrix was supplied to NodeTransform.
The present commit avoids this redundant matrix operation by using NodeGroup instead of
NodeTransform, recalling the latter is a subclass of the former with extra matrix computations.
Diffstat (limited to 'source/blender/freestyle')
-rw-r--r-- | source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp | 6 |
1 files changed, 1 insertions, 5 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp index dbbc4f77c26..57882cbce0c 100644 --- a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp +++ b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp @@ -449,7 +449,7 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id) return; // We allocate memory for the meshes to be imported - NodeTransform *currentMesh = new NodeTransform; + NodeGroup *currentMesh = new NodeGroup; NodeShape *shape = new NodeShape; unsigned vSize = 3 * 3 * numFaces; @@ -799,10 +799,6 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id) rep->setBBox(bbox); shape->AddRep(rep); - Matrix44r meshMat = Matrix44r::identity(); - currentMesh->setMatrix(meshMat); - currentMesh->Translate(0, 0, 0); - currentMesh->AddChild(shape); _Scene->AddChild(currentMesh); } |