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

@@ -3,7 +3,7 @@
#include <fstream>
#include <sstream>
#include "model.h"
#include "Bullet3Common/b3Logging.h"
Model::Model(const char *filename) : verts_(), faces_(), norms_(), uv_(), diffusemap_(), normalmap_(), specularmap_() {
std::ifstream in;
in.open (filename, std::ifstream::in);
@@ -51,24 +51,22 @@ Model::Model():verts_(), faces_(), norms_(), uv_(), diffusemap_(), normalmap_(),
void Model::setDiffuseTextureFromData(unsigned char* textureImage,int textureWidth,int textureHeight)
{
diffusemap_ = TGAImage(textureWidth, textureHeight, TGAImage::RGB);
for (int i=0;i<textureWidth;i++)
{
for (int j=0;j<textureHeight;j++)
{
TGAColor color;
color.bgra[0] = textureImage[(i+j*textureWidth)*3+0];
color.bgra[1] = textureImage[(i+j*textureWidth)*3+1];
color.bgra[2] = textureImage[(i+j*textureWidth)*3+2];
color.bgra[3] = 255;
color.bytespp = 3;
diffusemap_.set(i,j,color);
}
B3_PROFILE("new TGAImage");
diffusemap_ = TGAImage(textureWidth, textureHeight, TGAImage::RGB);
}
TGAColor color;
color.bgra[3] = 255;
color.bytespp = 3;
{
B3_PROFILE("copy texels");
memcpy(diffusemap_.buffer(), textureImage, textureHeight*textureWidth * 3);
}
{
B3_PROFILE("flip_vertically");
diffusemap_.flip_vertically();
}
diffusemap_.flip_vertically();
}
void Model::loadDiffuseTexture(const char* relativeFileName)