Hi all Yesterday, in a code sprint the whole nigth I have implemented new optimizations to the dynamic subdivision, specifically in the face classification part (to determine if a face will be smoothed and subdivided).
That code proves to be higly optimized as a I quickly discard faces to avoid expensive triangle-in-brush-sphere tests but sadly the PBVH issues is holding down performance to no end :( I have discovered also a memory issue that is eating a lot of RAM as I sculpt, due to no correctly freeing PBVH rebuilds, I have pointed many times that also a big performance eater is the global nature of all EditMesh operations: for split faces the function iterates over te whole verts, edges and faces lists, for any editmesh operation those lists are traversed, I hope that will be tackle in future Blender development and I hope BMesh will allow local editmesh operations. Soon I will clean up the whole UnlimitedClay patch, to migrate the code to a recent build and spot loose bugs, in order to avoid unecessary delays for the community I will probably release then a developer/test patch to allow devs collaboration. Every performance improvement count and I'm sure with more hands the community will be playing soon with UnlimitedClay. Cheers Raul _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
