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

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