Smoke:
* Revert "speedup" through not using GL_POLYGON - wasn't helping at all, only confusing the source
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9327dd9112
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5240d39e48
@ -463,57 +463,14 @@ void draw_volume(Scene *scene, ARegion *ar, View3D *v3d, Base *base, GPUTexture
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}
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}
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if(numpoints==3)
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{
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glBegin(GL_TRIANGLES);
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glColor3f(1.0, 1.0, 1.0);
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for (i = 0; i < numpoints; i++) {
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glTexCoord3d((points[i * 3 + 0] - min[0] )*cor[0]/size[0], (points[i * 3 + 1] - min[1])*cor[1]/size[1], (points[i * 3 + 2] - min[2])*cor[2]/size[2]);
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glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
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}
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glEnd();
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}
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else if(numpoints == 4)
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{
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glBegin(GL_QUADS);
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glColor3f(1.0, 1.0, 1.0);
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for (i = 0; i < numpoints; i++) {
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glTexCoord3d((points[i * 3 + 0] - min[0] )*cor[0]/size[0], (points[i * 3 + 1] - min[1])*cor[1]/size[1], (points[i * 3 + 2] - min[2])*cor[2]/size[2]);
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glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
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}
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glEnd();
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}
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else if(numpoints == 5)
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{
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glBegin(GL_TRIANGLES);
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glColor3f(1.0, 1.0, 1.0);
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for (i = 0; i < 3; i++) {
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glTexCoord3d((points[i * 3 + 0] - min[0] )*cor[0]/size[0], (points[i * 3 + 1] - min[1])*cor[1]/size[1], (points[i * 3 + 2] - min[2])*cor[2]/size[2]);
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glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
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}
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glEnd();
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glBegin(GL_QUADS);
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glColor3f(1.0, 1.0, 1.0);
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for (i = 2; i < numpoints; i++) {
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glTexCoord3d((points[i * 3 + 0] - min[0] )*cor[0]/size[0], (points[i * 3 + 1] - min[1])*cor[1]/size[1], (points[i * 3 + 2] - min[2])*cor[2]/size[2]);
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glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
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}
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i = 0;
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// printf("numpoints: %d\n", numpoints);
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glBegin(GL_POLYGON);
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glColor3f(1.0, 1.0, 1.0);
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for (i = 0; i < numpoints; i++) {
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glTexCoord3d((points[i * 3 + 0] - min[0] )*cor[0]/size[0], (points[i * 3 + 1] - min[1])*cor[1]/size[1], (points[i * 3 + 2] - min[2])*cor[2]/size[2]);
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glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
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glEnd();
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}
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else
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{
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// printf("numpoints: %d\n", numpoints);
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glBegin(GL_POLYGON);
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glColor3f(1.0, 1.0, 1.0);
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for (i = 0; i < numpoints; i++) {
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glTexCoord3d((points[i * 3 + 0] - min[0] )*cor[0]/size[0], (points[i * 3 + 1] - min[1])*cor[1]/size[1], (points[i * 3 + 2] - min[2])*cor[2]/size[2]);
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glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
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}
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glEnd();
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glVertex3f(points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
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}
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glEnd();
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}
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n++;
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}
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