Thanks Pjotr, changed merged and submitted to svn/trunk.

On 25 June 2014 13:09, Pjotr Svetachov <[email protected]> wrote:
> Hi Robert,
>
> For a scene with a lot of animated agents I did some small
> optimizations to reduce cpu overhead:
> 1) Avoid a load-hit-store in UpdateBone. b->getMatrixInBoneSpace()
> returns the same matrix that was just stored with b->setMatrix()
> 2) Avoid calling element->isIdentity() for the whole transform stack
> (can be expensive is element is a matrix)
> 3) Make the key frame interpolator use binary search instead of a
> linear one. This is very noticeable in scenes where some geometry has
> long repeating animations that start at the same time, you will see
> the update time grow then reset and grow again.
>
> Cheers,
> Pjotr
>
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