Revision: 48888
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=48888
Author:   campbellbarton
Date:     2012-07-13 12:03:53 +0000 (Fri, 13 Jul 2012)
Log Message:
-----------
speedup - because we know triangles will always have the same z value.

Modified Paths:
--------------
    trunk/blender/source/blender/blenkernel/intern/mask_rasterize.c

Modified: trunk/blender/source/blender/blenkernel/intern/mask_rasterize.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/mask_rasterize.c     
2012-07-13 11:48:30 UTC (rev 48887)
+++ trunk/blender/source/blender/blenkernel/intern/mask_rasterize.c     
2012-07-13 12:03:53 UTC (rev 48888)
@@ -46,7 +46,7 @@
 
 #ifndef USE_RASKTER
 
-#define RESOL 64
+#define RESOL 32
 
 /**
  * A single #MaskRasterHandle contains multile #MaskRasterLayer's,
@@ -512,11 +512,17 @@
                    (cos[2][2] < dist_orig))
                {
                        if (isect_point_tri_v2(ray->origin, cos[tri[0]], 
cos[tri[1]], cos[tri[2]])) {
+                               /* we know all tris are close for now */
+#if 0
                                const float dist = 
maskrasterize_layer_z_depth_tri(ray->origin, cos[tri[0]], cos[tri[1]], 
cos[tri[2]]);
                                if (dist < dist_orig) {
                                        hit->index = index;
                                        hit->dist = dist;
                                }
+#else
+                               hit->index = index;
+                               hit->dist = 0.0f;
+#endif
                        }
                }
        }
@@ -529,6 +535,8 @@
                    (cos[2][2] < dist_orig) ||
                    (cos[3][2] < dist_orig))
                {
+
+                       /* needs work */
 #if 0
                        if (isect_point_quad_v2(ray->origin, cos[tri[0]], 
cos[tri[1]], cos[tri[2]], cos[tri[3]])) {
                                const float dist = 
maskrasterize_layer_z_depth_quad(ray->origin, cos[tri[0]], cos[tri[1]], 
cos[tri[2]], cos[tri[3]]);

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