Here is the list :
- In Shade3D, I added an other version of CalcDitheredNoisyIntensity() with
the radius as a 4th parameter : it is often available when the method is
called, so no need for Math.sqrt(x*x+y*y+z*z) in this case. I modified
Sphere3D to take advantage of this method. Maybe it can be used somewhere
else.
- In renderQuadrantUnclipped() and renderQuadrantClipped(), I moved the "int
y8 = ..." line outside of the j loop since the y8 value doesn't change.
- I removed an unused variable in renderQuadrant() : z2

Small improvements, not sure it is noticeable.

----- Original Message ----- 
From: "Miguel" <[EMAIL PROTECTED]>
Nico wrote:

> I made a few other modifications for a small performance improvement.

What changes did you make?




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