Cleanup: split Cycles Hair and Mesh classes, with Geometry base class
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@@ -333,10 +333,10 @@ void ImageTextureNode::cull_tiles(Scene *scene, ShaderGraph *graph)
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/* TODO(lukas): This is quite inefficient. A fairly simple improvement would
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* be to have a cache in each mesh that is indexed by attribute.
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* Additionally, building a graph-to-meshes list once could help. */
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foreach (Mesh *mesh, scene->meshes) {
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foreach (Shader *shader, mesh->used_shaders) {
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foreach (Geometry *geom, scene->geometry) {
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foreach (Shader *shader, geom->used_shaders) {
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if (shader->graph == graph) {
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mesh->get_uv_tiles(attribute, used_tiles);
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geom->get_uv_tiles(attribute, used_tiles);
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}
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}
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}
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