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

@@ -285,11 +285,18 @@ void TinyRenderObjectData::registerMeshShape(const float* vertices, int numVerti
{
if (0==m_model)
{
m_model = new Model();
m_model->setColorRGBA(rgbaColor);
{
B3_PROFILE("setColorRGBA");
m_model = new Model();
m_model->setColorRGBA(rgbaColor);
}
if (textureImage)
{
m_model->setDiffuseTextureFromData(textureImage,textureWidth,textureHeight);
{
B3_PROFILE("setDiffuseTextureFromData");
m_model->setDiffuseTextureFromData(textureImage, textureWidth, textureHeight);
}
} else
{
/*char relativeFileName[1024];
@@ -299,25 +306,33 @@ void TinyRenderObjectData::registerMeshShape(const float* vertices, int numVerti
}
*/
}
m_model->reserveMemory(numVertices,numIndices);
for (int i=0;i<numVertices;i++)
{
m_model->addVertex(vertices[i*9],
vertices[i*9+1],
vertices[i*9+2],
vertices[i*9+4],
vertices[i*9+5],
vertices[i*9+6],
vertices[i*9+7],
vertices[i*9+8]);
}
for (int i=0;i<numIndices;i+=3)
{
m_model->addTriangle(indices[i],indices[i],indices[i],
indices[i+1],indices[i+1],indices[i+1],
indices[i+2],indices[i+2],indices[i+2]);
}
{
B3_PROFILE("reserveMemory");
m_model->reserveMemory(numVertices, numIndices);
}
{
B3_PROFILE("addVertex");
for (int i = 0; i < numVertices; i++)
{
m_model->addVertex(vertices[i * 9],
vertices[i * 9 + 1],
vertices[i * 9 + 2],
vertices[i * 9 + 4],
vertices[i * 9 + 5],
vertices[i * 9 + 6],
vertices[i * 9 + 7],
vertices[i * 9 + 8]);
}
}
{
B3_PROFILE("addTriangle");
for (int i = 0; i < numIndices; i += 3)
{
m_model->addTriangle(indices[i], indices[i], indices[i],
indices[i + 1], indices[i + 1], indices[i + 1],
indices[i + 2], indices[i + 2], indices[i + 2]);
}
}
}
}