Up the maximum triangles in a bucket.

GPUs can do more now.
This commit is contained in:
Kester Maddock 2004-05-16 12:56:36 +00:00
parent 9d147f52fd
commit 9827bf0cd7
2 changed files with 4 additions and 4 deletions

@ -91,8 +91,8 @@ public:
class BL_SkinMeshObject : public RAS_MeshObject
{
enum { BUCKET_MAX_INDICES = 2048};//2048};//8192};
enum { BUCKET_MAX_TRIANGLES = 1024};
enum { BUCKET_MAX_INDICES = 16384};//2048};//8192};
enum { BUCKET_MAX_TRIANGLES = 4096};
KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat)
{

@ -120,8 +120,8 @@ inline bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& l
class RAS_MeshObject
{
enum { BUCKET_MAX_INDICES = 2048 };//2048};//8192};
enum { BUCKET_MAX_TRIANGLES = 1024 };
enum { BUCKET_MAX_INDICES = 16384 };//2048};//8192};
enum { BUCKET_MAX_TRIANGLES = 4096 };
// GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
//vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays;