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