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authorTon Roosendaal <ton@blender.org>2006-02-15 22:55:29 +0300
committerTon Roosendaal <ton@blender.org>2006-02-15 22:55:29 +0300
commit55610ac7c175026d9a6890c42b76a88475176619 (patch)
tree2540609f45705d7c0ebbfc6aae7173311e06e5e1 /source/blender/render/intern/include/render_types.h
parent8d0a2c41926073db3a0582ee0c229b3879f576ad (diff)
We found out memory got fragmented a lot for creating speed vectors on
large scenes... this because it has to make 3 entire databases to find the vertex-speed to previous and next frame. Even though most of the prev/next database was freed, the parts I kept were spread all over memory. This commit copies from the prev/next database only the two screen aligned speed vectors and stores that in temporal per-object structs. Even whilst it takes more memory, it then can free the entire database, making space for the next database to be built. Tests reveiled it saves quite some... well, if you want to believe the 'virtual memory' total unix gives... :)
Diffstat (limited to 'source/blender/render/intern/include/render_types.h')
-rw-r--r--source/blender/render/intern/include/render_types.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index d51d06afaac..b76e5343dfd 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -200,6 +200,7 @@ typedef struct ObjectRen {
struct ObjectRen *next, *prev;
struct Object *ob, *par;
int index, startvert, endvert, startface, endface;
+ float *vectors;
} ObjectRen;
/* ------------------------------------------------------------------------- */