Added comment about performance.
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@ -86,6 +86,16 @@ namespace PolyVox
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for (int32_t uXRegSpace = 0; uXRegSpace < uRegionWidthInVoxels; uXRegSpace++)
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for (int32_t uXRegSpace = 0; uXRegSpace < uRegionWidthInVoxels; uXRegSpace++)
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{
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{
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// Note: In many cases the provided region will be (mostly) empty which means mesh vertices/indices
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// are not generated and the only thing that is done for each cell is the computation of iCubeIndex.
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// It appears that retriving the voxel value is not so expensive and that it is the bitwise combining
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// which actually carries the cost.
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//
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// If we really need to speed this up more then it may be possible to pack 4 8-bit cell indices into
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// a single 32-bit value and then perform the bitwise logic on all four of them at the same time.
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// However, this complicates the code and there would still be the cost of packing/unpacking so it's
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// not clear if there is really a benefit. It's something to consider in the future.
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uint8_t iCubeIndex = 0;
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uint8_t iCubeIndex = 0;
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// Four bits of our cube index are obtained by looking at the cube index for
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// Four bits of our cube index are obtained by looking at the cube index for
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