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authorCampbell Barton <ideasman42@gmail.com>2009-04-27 21:53:41 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-04-27 21:53:41 +0400
commitdc664e3925d97f1a8bef8c85d5a47941e0866ad4 (patch)
tree27701d5344e6e790bc9b718f178ab623c93079a1 /source/gameengine/Rasterizer/RAS_MeshObject.cpp
parent352eaccd5d991ad8966d686ae0954c7a0b03345c (diff)
TexVert sharing was disabled for flat faces, this is silly since a building or any other model with flat faces will often be able to share texverts.
Simple testcase with a subdivided cube used 1/3 as many texverts and spend half as much time in the rasterizer while profiling.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MeshObject.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index 5625b172913..278aa9c75e2 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -304,7 +304,7 @@ void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i,
slot = mmat->m_baseslot;
darray = slot->CurrentDisplayArray();
- if(!flat) {
+ { /* Shared Vertex! */
/* find vertices shared between faces, with the restriction
* that they exist in the same display array, and have the
* same uv coordinate etc */
@@ -332,7 +332,7 @@ void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i,
slot->AddPolygonVertex(offset);
poly->SetVertexOffset(i, offset);
- if(!flat) {
+ { /* Shared Vertex! */
SharedVertex shared;
shared.m_darray = darray;
shared.m_offset = offset;