Commit: dc9a7f861fa43fecae7450ee254a711b061c0c26
Author: Clément Foucault
Date:   Mon Mar 6 04:07:54 2017 +0100
Branches: blender2.8
https://developer.blender.org/rBdc9a7f861fa43fecae7450ee254a711b061c0c26

Edit Mode overlay: Optimisation

Don't generate more verts than we need if we don't render vertex.
Getting a big boost from 12fps to 20fps on my test scene

===================================================================

M       source/blender/draw/modes/shaders/edit_overlay_geom_tri.glsl

===================================================================

diff --git a/source/blender/draw/modes/shaders/edit_overlay_geom_tri.glsl 
b/source/blender/draw/modes/shaders/edit_overlay_geom_tri.glsl
index 59d7971f94..7d9deeec39 100644
--- a/source/blender/draw/modes/shaders/edit_overlay_geom_tri.glsl
+++ b/source/blender/draw/modes/shaders/edit_overlay_geom_tri.glsl
@@ -57,8 +57,12 @@ layout(triangles) in;
  * TODO diagram
  */
 
+#ifdef VERTEX_SELECTION
 layout(triangle_strip, max_vertices=23) out;
 #else
+layout(triangle_strip, max_vertices=17) out;
+#endif
+#else
 layout(triangle_strip, max_vertices=3) out;
 #endif
 
@@ -290,8 +294,10 @@ void main()
 
                        /* corner vertices should not drax edges but draw point 
only */
                        flag[2] = (vData[vbe].x << 8);
+#ifdef VERTEX_SELECTION
                        doVertex(vaf, pPos[vaf]);
                        doVertex(vaf, pPos[vaf] + vec4(cornervec[vaf], 0.0, 
0.0));
+#endif
                }
 
                /* finish the loop strip */

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to