forked from bartvdbraak/blender
8e94028ed5
Now bounding boxes are computed per object, and checked first before zbuffering objects. For strands, bounding boxes are computed per original face in the mesh. Overall the speed improvement from this is quite small (zbuffering is rarely the bottleneck), but it seems a sensible thing to do anyway. |
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.. | ||
blender | ||
creator | ||
darwin | ||
gameengine | ||
icons | ||
kernel | ||
CMakeLists.txt | ||
Makefile | ||
nan_compile.mk | ||
nan_definitions.mk | ||
nan_link.mk | ||
nan_subdirs.mk | ||
nan_warn.mk | ||
SConscript |