Freestyle: memory consumption optimization in stroke rendering.

Previously individual strokes were represented by distinct mesh objects
no matter how many vertices and materials each stroke has, although
the vertex and material counts can be quite small depending on the input
scene data.  Now stroke meshes are packed into a minimum number of
mesh objects, so as to reduce the overheads of Blender object creation.
This commit is contained in:
2014-08-08 22:29:02 +09:00
parent babfec9e8f
commit d8b00a3bf5
5 changed files with 345 additions and 233 deletions

View File

@@ -882,10 +882,13 @@ void Controller::ResetRenderCount()
Render *Controller::RenderStrokes(Render *re, bool render)
{
int totmesh = 0;
_Chrono.start();
BlenderStrokeRenderer *blenderRenderer = new BlenderStrokeRenderer(re, ++_render_count);
if (render)
if (render) {
_Canvas->Render(blenderRenderer);
totmesh = blenderRenderer->GenerateScene();
}
real d = _Chrono.stop();
if (G.debug & G_DEBUG_FREESTYLE) {
cout << "Temporary scene generation: " << d << endl;
@@ -904,8 +907,8 @@ Render *Controller::RenderStrokes(Render *re, bool render)
float mmap_used_memory = (mmap_in_use) / (1024.0 * 1024.0);
float megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
printf("%d verts, %d faces, mem %.2fM (%.2fM, peak %.2fM)\n",
freestyle_render->i.totvert, freestyle_render->i.totface,
printf("%d objs, %d verts, %d faces, mem %.2fM (%.2fM, peak %.2fM)\n",
totmesh, freestyle_render->i.totvert, freestyle_render->i.totface,
megs_used_memory, mmap_used_memory, megs_peak_memory);
}
delete blenderRenderer;