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authorTeravus Ovares2008-05-25 02:56:00 +0000
committerTeravus Ovares2008-05-25 02:56:00 +0000
commitc29409dc244c01e8a338d6cab8259245ede18510 (patch)
tree5ec3c8c9d91a761bfe959cdb0b2246caa9c8bee5 /OpenSim/Region/Physics
parent* kill a potentially large float array. (diff)
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* Yet another way to optimize the sculpt mesh generator
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMesh.cs50
1 files changed, 25 insertions, 25 deletions
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
index 5760591..c9933fe 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
@@ -251,7 +251,7 @@ namespace OpenSim.Region.Physics.Meshing
251 } 251 }
252 252
253 // Create the Triangles 253 // Create the Triangles
254 int i = 0; 254 //int i = 0;
255 255
256 for (int y = 0; y < y_max - 1; y++) 256 for (int y = 0; y < y_max - 1; y++)
257 { 257 {
@@ -293,42 +293,42 @@ namespace OpenSim.Region.Physics.Meshing
293 } 293 }
294 294
295 } 295 }
296 Vertex vt31 = sVertices[(y * x_max + x)]; 296 //Vertex vt31 = sVertices[(y * x_max + x)];
297 Vertex vt32 = sVertices[(y * x_max + 0)]; 297 //Vertex vt32 = sVertices[(y * x_max + 0)];
298 Vertex vt33 = sVertices[((y + 1) * x_max + 0)]; 298 //Vertex vt33 = sVertices[((y + 1) * x_max + 0)];
299 if (vt31 != null && vt32 != null && vt33 != null) 299 //if (vt31 != null && vt32 != null && vt33 != null)
300 { 300 //{
301 if (vt31.Equals(vt32, 0.022f) || vt31.Equals(vt33, 0.022f) || vt32.Equals(vt33, 0.022f)) 301 //if (vt31.Equals(vt32, 0.022f) || vt31.Equals(vt33, 0.022f) || vt32.Equals(vt33, 0.022f))
302 { 302 //{
303 } 303 //}
304 else 304 //else
305 { 305 //{
306 //Triangle tri3 = new Triangle(vt31, vt32, vt33); 306 //Triangle tri3 = new Triangle(vt31, vt32, vt33);
307 // Wrap the last cell in the row around 307 // Wrap the last cell in the row around
308 //indices[i++] = (ushort)(y * x_max + x); //a 308 //indices[i++] = (ushort)(y * x_max + x); //a
309 //indices[i++] = (ushort)(y * x_max + 0); //b 309 //indices[i++] = (ushort)(y * x_max + 0); //b
310 //indices[i++] = (ushort)((y + 1) * x_max + 0); //c 310 //indices[i++] = (ushort)((y + 1) * x_max + 0); //c
311 //Add(tri3); 311 //Add(tri3);
312 } 312 // }
313 } 313 //}
314 314
315 Vertex vt41 = sVertices[(y * x_max + x)]; 315 //Vertex vt41 = sVertices[(y * x_max + x)];
316 Vertex vt42 = sVertices[((y + 1) * x_max + 0)]; 316 //Vertex vt42 = sVertices[((y + 1) * x_max + 0)];
317 Vertex vt43 = sVertices[((y + 1) * x_max + x)]; 317 //Vertex vt43 = sVertices[((y + 1) * x_max + x)];
318 if (vt41 != null && vt42 != null && vt43 != null) 318 //if (vt41 != null && vt42 != null && vt43 != null)
319 { 319 //{
320 if (vt41.Equals(vt42, 0.022f) || vt31.Equals(vt43, 0.022f) || vt32.Equals(vt43, 0.022f)) 320 //if (vt41.Equals(vt42, 0.022f) || vt31.Equals(vt43, 0.022f) || vt32.Equals(vt43, 0.022f))
321 { 321 //{
322 } 322 //}
323 else 323 // else
324 { 324 // {
325 //Triangle tri4 = new Triangle(vt41, vt42, vt43); 325 //Triangle tri4 = new Triangle(vt41, vt42, vt43);
326 //indices[i++] = (ushort)(y * x_max + x); //a 326 //indices[i++] = (ushort)(y * x_max + x); //a
327 //indices[i++] = (ushort)((y + 1) * x_max + 0); //b 327 //indices[i++] = (ushort)((y + 1) * x_max + 0); //b
328 //indices[i++] = (ushort)((y + 1) * x_max + x); //c 328 //indices[i++] = (ushort)((y + 1) * x_max + x); //c
329 //Add(tri4); 329 //Add(tri4);
330 } 330 //}
331 } 331 //}
332 332
333 } 333 }
334 } 334 }