Commit Graph

10 Commits

Author SHA1 Message Date
64d161de87 style cleanup:
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-26 07:29:01 +00:00
655ed9cc7f style cleanup 2013-03-18 11:44:56 +00:00
cf6994b910 code cleanup: spelling,
also initialize bmesh-bevel settings struct to zero to avoid possible uninitialized memory later.
2012-11-12 07:33:01 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
9f8070d047 code cleanup:
- define array sizes for functions that take vectors.
- quiet some -Wshadow warnings.
- some copy/paste error in readfile.c made it set the same particle recalc flag twice.
2012-10-20 08:02:18 +00:00
112162e09e code cleanup: header cleanup 2012-04-30 14:24:11 +00:00
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
Nathan Letwory
a61c41c7a5 doxygen: blender/render tagged. 2011-02-27 19:31:27 +00:00
04299657a7 Raytrace modifications from the Render Branch.
These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.

There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.

Interal changes:

* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
 makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
  normalized and sometimes not, confusing... now dir is always normalized
  and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
  helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
  than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
  noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
  to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
  nearly all nodes have this many children, so overall it actually reduces
  memory usage a bit and avoids a pointer indirection.
2011-02-05 13:41:29 +00:00