diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2014-03-29 13:39:25 +0400 |
---|---|---|
committer | Antony Riakiotakis <kalast@gmail.com> | 2014-03-29 13:40:53 +0400 |
commit | 6a1b7facf97e8196f0c3e38cf2261e48d99d84c5 (patch) | |
tree | 7d60356d386c05faa42284f6ebc3523eaf39d7d1 /source/blender/gpu | |
parent | eaaacfc7b8b6fc7819289ede03065e83ed4f6f9e (diff) |
GPU_pbvh_buffers: Use triangles to render multires.
A question here might be: why?
The answer is that GPUs will convert this to triangles so we are wasting
memory during conversion of the element buffer to a triangle buffer
anyway.
The second reason is that some modern GPUs are slower rendering GL_QUADS
The third reason is that due to element caching, this should not in
theory be slower (cached elements do not get recalculated on the GPU).
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_buffers.c | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c index fea03904f68..ad7aeb2aa89 100644 --- a/source/blender/gpu/intern/gpu_buffers.c +++ b/source/blender/gpu/intern/gpu_buffers.c @@ -1702,7 +1702,7 @@ void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids, } if (!smooth) { - /* for flat shading, recalc normals and set the last vertex of + /* for flat shading, recalc normals and set the first vertex of * each quad in the index buffer to have the flat normal as * that is what opengl will use */ for (j = 0; j < key->grid_size - 1; j++) { @@ -1721,7 +1721,7 @@ void GPU_update_grid_pbvh_buffers(GPU_PBVH_Buffers *buffers, CCGElem **grids, CCG_elem_co(key, elems[2]), CCG_elem_co(key, elems[3])); - vd = vert_data + (j + 1) * key->grid_size + (k + 1); + vd = vert_data + (j + 1) * key->grid_size + k; normal_float_to_short_v3(vd->no, fno); if (has_mask) { @@ -1798,7 +1798,7 @@ static int gpu_count_grid_quads(BLI_bitmap **grid_hidden, int i, j, k; \ \ glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, \ - sizeof(type_) * (tot_quad_) * 4, NULL, \ + sizeof(type_) * (tot_quad_) * 6, NULL, \ GL_STATIC_DRAW_ARB); \ \ /* Fill the quad buffer */ \ @@ -1822,6 +1822,8 @@ static int gpu_count_grid_quads(BLI_bitmap **grid_hidden, *(quad_data++) = offset + j * gridsize + k; \ *(quad_data++) = offset + (j + 1) * gridsize + k; \ *(quad_data++) = offset + (j + 1) * gridsize + k + 1; \ + *(quad_data++) = offset + j * gridsize + k + 1; \ + *(quad_data++) = offset + (j + 1) * gridsize + k; \ } \ } \ \ @@ -2439,7 +2441,7 @@ void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial, glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(VertexBufferFormat), offset + offsetof(VertexBufferFormat, color)); - glDrawElements(GL_QUADS, buffers->tot_quad * 4, buffers->index_type, 0); + glDrawElements(GL_TRIANGLES, buffers->tot_quad * 6, buffers->index_type, 0); offset += buffers->gridkey.grid_area * sizeof(VertexBufferFormat); } |