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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@@ -10,13 +10,13 @@ TGAImage::TGAImage() : data(NULL), width(0), height(0), bytespp(0) {}
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TGAImage::TGAImage(int w, int h, int bpp) : data(NULL), width(w), height(h), bytespp(bpp) {
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unsigned long nbytes = width*height*bytespp;
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data = new unsigned char[nbytes];
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memset(data, 0, nbytes);
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//memset(data, 0, nbytes);
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}
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TGAImage::TGAImage(const TGAImage &img) : data(NULL), width(img.width), height(img.height), bytespp(img.bytespp) {
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unsigned long nbytes = width*height*bytespp;
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data = new unsigned char[nbytes];
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memcpy(data, img.data, nbytes);
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//memcpy(data, img.data, nbytes);
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}
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TGAImage::~TGAImage() {
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