improve loading performance of large textures:

option to disable tinyrenderer, use p.configureDebugVisualizer(p.COV_ENABLE_TINY_RENDERER,0)
also make sure to use p.configureDebugVisualizer(p.COV_ENABLE_RENDERING,0) before loadURDF, and enable rendering afterwards using p.configureDebugVisualizer(p.COV_ENABLE_RENDERING,1)
reorder 2 loops, making the flip texels twice as fast (cache coherency),
single memcpy of entire texture in tinyrenderer, instead of per-pixel copy (memory layout is the same)
add lots of B3_PROFILE timings, to see where time is going
This commit is contained in:
Erwin Coumans
2017-10-06 13:46:24 -07:00
parent b572fe43f9
commit 26d32f2aa8
14 changed files with 199 additions and 100 deletions

View File

@@ -33,47 +33,51 @@ bool b3ImportMeshUtility::loadAndRegisterMeshFromFileInternal(const std::string&
}
GLInstanceGraphicsShape* gfxShape = btgCreateGraphicsShapeFromWavefrontObj(shapes);
//int textureIndex = -1;
//try to load some texture
for (int i=0; meshData.m_textureImage==0 && i<shapes.size();i++)
{
const tinyobj::shape_t& shape = shapes[i];
if (shape.material.diffuse_texname.length()>0)
B3_PROFILE("Load Texture");
//int textureIndex = -1;
//try to load some texture
for (int i = 0; meshData.m_textureImage == 0 && i < shapes.size(); i++)
{
int width,height,n;
const char* filename = shape.material.diffuse_texname.c_str();
unsigned char* image=0;
const char* prefix[]={ pathPrefix,"./","./data/","../data/","../../data/","../../../data/","../../../../data/"};
int numprefix = sizeof(prefix)/sizeof(const char*);
for (int i=0;!image && i<numprefix;i++)
const tinyobj::shape_t& shape = shapes[i];
if (shape.material.diffuse_texname.length() > 0)
{
char relativeFileName[1024];
sprintf(relativeFileName,"%s%s",prefix[i],filename);
char relativeFileName2[1024];
if (b3ResourcePath::findResourcePath(relativeFileName, relativeFileName2, 1024))
{
image = stbi_load(relativeFileName, &width, &height, &n, 3);
meshData.m_textureImage = image;
if (image)
{
meshData.m_textureWidth = width;
meshData.m_textureHeight = height;
} else
{
b3Warning("Unsupported texture image format [%s]\n",relativeFileName);
meshData.m_textureWidth = 0;
meshData.m_textureHeight = 0;
break;
}
} else
{
b3Warning("not found [%s]\n",relativeFileName);
}
int width, height, n;
const char* filename = shape.material.diffuse_texname.c_str();
unsigned char* image = 0;
const char* prefix[] = { pathPrefix, "./", "./data/", "../data/", "../../data/", "../../../data/", "../../../../data/" };
int numprefix = sizeof(prefix) / sizeof(const char*);
for (int i = 0; !image && i < numprefix; i++)
{
char relativeFileName[1024];
sprintf(relativeFileName, "%s%s", prefix[i], filename);
char relativeFileName2[1024];
if (b3ResourcePath::findResourcePath(relativeFileName, relativeFileName2, 1024))
{
image = stbi_load(relativeFileName, &width, &height, &n, 3);
meshData.m_textureImage = image;
if (image)
{
meshData.m_textureWidth = width;
meshData.m_textureHeight = height;
}
else
{
b3Warning("Unsupported texture image format [%s]\n", relativeFileName);
meshData.m_textureWidth = 0;
meshData.m_textureHeight = 0;
break;
}
}
else
{
b3Warning("not found [%s]\n", relativeFileName);
}
}
}
}