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authorTon Roosendaal <ton@blender.org>2006-02-08 21:28:28 +0300
committerTon Roosendaal <ton@blender.org>2006-02-08 21:28:28 +0300
commiteb42008067d76906b7b5d2088e86b1a43356ea47 (patch)
tree7e1f427be138aff074032cc595b82b473e02f4ab /source/blender/render/intern/include/renderdatabase.h
parent7861ae53cc8cd62a9b0d1f02a2840875196433a7 (diff)
Upgraded max limit for faces in render. Up to now, quads were zbuffered
as triangles, with a tag bit to denote which triangle was which part of the quad. That was hardcoded bit 0x800000, which allows a maximum of about 8 million quads... I've made this a nice #define, set to be 16 times larger. So, now the facejunkies can go up to 128 Million faces, were it not that this will eat up a load of memory! I only have 1 Gig in this machine. A test with 9M vertices and 7.5M quads eats up 912 MB of memory already. If this becomes a real issue, I know tricks how to make the vertices 20 bytes smaller, and faces 4 bytes, which would in the above case save about 200 MB. Not much... but probably worth the try? A much better method is of course 'bucketing' the renderdata per tile. It's a spec of the render recode, but not a quicky to add. Also: bug fix in curve code. There was a short counter still, crashing on large curves with resol set to 1024 :)
Diffstat (limited to 'source/blender/render/intern/include/renderdatabase.h')
-rw-r--r--source/blender/render/intern/include/renderdatabase.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/renderdatabase.h b/source/blender/render/intern/include/renderdatabase.h
index 317214fb3a6..ced3730e007 100644
--- a/source/blender/render/intern/include/renderdatabase.h
+++ b/source/blender/render/intern/include/renderdatabase.h
@@ -37,6 +37,9 @@ struct HaloRen;
struct Material;
struct Render;
+#define RE_QUAD_MASK 0x7FFFFFF
+#define RE_QUAD_OFFS 0x8000000
+
/* render allocates totvert/256 of these nodes, for lookup and quick alloc */
typedef struct VertTableNode {
struct VertRen *vert;