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

@@ -55,7 +55,7 @@ GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector<tiny
vtx0.uv[1] = shape.mesh.texcoords[uv1Index];
} else
{
b3Warning("obj texture coordinate out-of-range!");
// b3Warning("obj texture coordinate out-of-range!");
vtx0.uv[0] = 0;
vtx0.uv[1] = 0;
}
@@ -82,7 +82,7 @@ GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector<tiny
vtx1.uv[1] = shape.mesh.texcoords[uv1Index];
} else
{
b3Warning("obj texture coordinate out-of-range!");
// b3Warning("obj texture coordinate out-of-range!");
vtx1.uv[0] = 0;
vtx1.uv[1] = 0;
}