forked from bartvdbraak/blender
Up the maximum triangles in a bucket.
GPUs can do more now.
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@ -91,8 +91,8 @@ public:
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class BL_SkinMeshObject : public RAS_MeshObject
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{
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enum { BUCKET_MAX_INDICES = 2048};//2048};//8192};
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enum { BUCKET_MAX_TRIANGLES = 1024};
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enum { BUCKET_MAX_INDICES = 16384};//2048};//8192};
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enum { BUCKET_MAX_TRIANGLES = 4096};
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KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat)
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{
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@ -120,8 +120,8 @@ inline bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& l
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class RAS_MeshObject
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{
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enum { BUCKET_MAX_INDICES = 2048 };//2048};//8192};
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enum { BUCKET_MAX_TRIANGLES = 1024 };
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enum { BUCKET_MAX_INDICES = 16384 };//2048};//8192};
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enum { BUCKET_MAX_TRIANGLES = 4096 };
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// GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
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//vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays;
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