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authorAntony Riakiotakis <kalast@gmail.com>2015-07-25 21:00:49 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-07-25 21:00:49 +0300
commit53f6a31c4de18fb3db8cdd34c0f9b0495319183f (patch)
treeca030111dfd5e213e0377b9273d2a4fc9d725fd1 /source/blender/gpu/GPU_buffers.h
parent17e3f905e13f6424258668c8c15f248d56e60cc1 (diff)
GPU Buffers:
This commit begins implementation of the idea about hidden face separation outlined in http://code.blender.org/2015/06/optimizing-blenders-real-time-mesh- We split hidden and visible faces to different parts of the triangle buffer. Mapped drawing will now skip iterating through hidden polys. Of course the final target, when all derived mesh types use VBO sorting, is to skip checking for hide flag per face completely. All faces will be pre-sorted anyway and we'll be able to draw them with one draw call.
Diffstat (limited to 'source/blender/gpu/GPU_buffers.h')
-rw-r--r--source/blender/gpu/GPU_buffers.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index 8bb3ef4a3bc..1a85d37dea1 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -67,6 +67,7 @@ typedef struct GPUBufferMaterial {
unsigned int *polys; /* array of polygons for this material */
unsigned int totpolys; /* total polygons in polys */
unsigned int counter; /* general purpose counter, initialize first! */
+ unsigned int totvisiblepolys; /* total visible polygons */
/* original material index */
short mat_nr;