Hey @sixthat, just for reference, are you familiar with the specifics of complexity estimation? If it's not (O = N), but (O = const) then everything is fine (really good).
I am familiar…
Hey, thanks for the updates! Could you merge main into this branch and press "Resolve Conversation" on the comments you addressed?
Sure! main is merged now and I have closed all conversations…
In source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_cone.cc
the eager bounds are immediately invalidated by a translation when they are created by `static void node_geo_exec(GeoNodeExe…
I managed to identify my mistake. The particle_system needed the original vertex positions to stay untouched while computing the deformation. That's why it made a working copy.
Also: I tried to…
I just found a failing test and I'm going to investigate it now. Didn't see a way to withdraw the review request so I just put this in WIP again.
@arevkov Feel free to update your PR with my input! I believe that collaboration is key in these kind of projects and to me it doesn't really matter who pushes the code in the end. Having your…
@arevkov Do you want to go ahead and extend the changes to the cone and spheres as well? I do have solutions for those but perhaps it is better to just do all of them in one PR?
I'll leave my…
Thanks for the feedback! I edited the description. Does this suffice? :)
There is code where a copy of the vertex positions is actually neccessary and for which BKE_mesh_vert_coords_alloc
is used. How are we handling this? Do we have another function for this or do…