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authorAntony Riakiotakis <kalast@gmail.com>2015-06-16 21:55:37 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-06-16 21:55:37 +0300
commitfbff0e68a4cb43d24f0e034b084307930114908b (patch)
tree78e49e9ecd25db46b7eea6b21a1ec6515f9b61cd /source/blender/gpu/GPU_buffers.h
parent5ca3f3d81169911836820d2ecd857fbc66be7c84 (diff)
Drawing speedup:
We really don't need to iterate all edges of the mesh every frame to search for loose edges, this calculation can be cached when filling the edge index buffer.
Diffstat (limited to 'source/blender/gpu/GPU_buffers.h')
-rw-r--r--source/blender/gpu/GPU_buffers.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index 8b65666265d..842553a5fb9 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -113,6 +113,9 @@ typedef struct GPUDrawObject {
/* caches of the original DerivedMesh values */
int totvert;
int totedge;
+
+ int loose_edge_offset;
+ int tot_loose_edge;
} GPUDrawObject;
/* used for GLSL materials */