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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_TexVert.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_TexVert.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_TexVert.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.cpp b/source/gameengine/Rasterizer/RAS_TexVert.cpp
index 60b00be5705..8eee24ac7f0 100644
--- a/source/gameengine/Rasterizer/RAS_TexVert.cpp
+++ b/source/gameengine/Rasterizer/RAS_TexVert.cpp
@@ -117,7 +117,9 @@ void RAS_TexVert::SetTangent(const MT_Vector3& tangent)
// compare two vertices, and return TRUE if both are almost identical (they can be shared)
bool RAS_TexVert::closeTo(const RAS_TexVert* other)
{
- return (m_flag == other->m_flag &&
+ return (
+ /* m_flag == other->m_flag && */
+ /* at the moment the face only stores the smooth/flat setting so dont bother comparing it */
m_rgba == other->m_rgba &&
MT_fuzzyEqual(MT_Vector3(m_normal), MT_Vector3(other->m_normal)) &&
MT_fuzzyEqual(MT_Vector3(m_tangent), MT_Vector3(other->m_tangent)) &&