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authorNicholas Bishop <nicholasbishop@gmail.com>2012-02-18 15:34:53 +0400
committerNicholas Bishop <nicholasbishop@gmail.com>2012-02-18 15:34:53 +0400
commit850636e0e4a3ad1d7d5cbb74d9984acbfd821e49 (patch)
tree76cdabbe1774d089e9dfa8a1d77a2970bebdc4d4 /source/gameengine/BlenderRoutines
parentf3bef40b0cf2a10bcffedae6c5235e3f5537670f (diff)
Remesh modifier: extensive refactoring of the Octree class.
The changes mostly center around two new structures, InternalNode and LeafNode. These provide an explicit representation of the Octree nodes, which formerly were manipulated as opaque byte arrays. A fair amount of commented out/unused code was also removed. This includes the "CINDY" code, which may yet be useful, easy to bring back if so. There should be no difference in the output of the remesh modifier, but memory usage may be slightly different. The flood fill bytes are no longer optional; they will be allocated whether or not the 'remove disconnect components' flag is set. The leaf node is probably not as tightly packed due to alignment issues; this could be fixed with the __attribute__((packed)) flag in gcc (probably there's an MSVC equivalent), but not sure it's worth it. The internal nodes should take up less space on 32-bit systems, allocating sizeof(pointer) now rather than constant eight bytes. These changes were made in persuit of bug #30158 (remesh crashes on PowerPC). There's still a fair amount of bitwise stuff in the Octree, so may still be endian issues and not yet sure if this fixes the bug, but should be much easier to track down problems now.
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