[Bf-blender-cvs] [54109ad] master: Freestyle: minor speedup by omitting unnecessary transform matrix operations in the file loader.

Tamito Kajiyama noreply at git.blender.org
Wed Jul 23 06:18:03 CEST 2014


Commit: 54109add6578da9f306973e2e224664e2d63e534
Author: Tamito Kajiyama
Date:   Mon May 19 11:10:11 2014 +0900
Branches: master
https://developer.blender.org/rB54109add6578da9f306973e2e224664e2d63e534

Freestyle: minor speedup by omitting unnecessary transform matrix operations in the file loader.

Previously the imported mesh data were transformed by a local-to-world projection matrix
through NodeTransform.  Now that the file loader assumes the imported mesh data already
in the camera coordinate system, an indentity matrix was supplied to NodeTransform.
The present commit avoids this redundant matrix operation by using NodeGroup instead of
NodeTransform, recalling the latter is a subclass of the former with extra matrix computations.

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

M	source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp

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

diff --git a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
index dbbc4f7..57882cb 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
+++ b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
@@ -449,7 +449,7 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
 		return;
 
 	// We allocate memory for the meshes to be imported
-	NodeTransform *currentMesh = new NodeTransform;
+	NodeGroup *currentMesh = new NodeGroup;
 	NodeShape *shape = new NodeShape;
 
 	unsigned vSize = 3 * 3 * numFaces;
@@ -799,10 +799,6 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
 	rep->setBBox(bbox);
 	shape->AddRep(rep);
 
-	Matrix44r meshMat = Matrix44r::identity();
-	currentMesh->setMatrix(meshMat);
-	currentMesh->Translate(0, 0, 0);
-
 	currentMesh->AddChild(shape);
 	_Scene->AddChild(currentMesh);
 }




More information about the Bf-blender-cvs mailing list