On Fri, Apr 1, 2011 at 8:26 AM, <[email protected]> wrote: > 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). > Excellent to hear :)
> 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 :( Yikes! > 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. I believe that BMesh does, hopefully joe can give some insight. Is the not freeing pbvh rebuilds a issue just for unlimited clay or is it an issue for other PBVH users also? > 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. Great to hear. > Every performance improvement count and I'm sure with more hands the > community will be playing soon with UnlimitedClay. Awesome, looking forward to it. LetterRip _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
