Optimising the way mesh data is sent to the GPU.
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@ -3,6 +3,8 @@
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#include "SurfaceEdge.h"
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#include "OgreVertexIndexData.h"
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#include <limits>
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namespace Ogre
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{
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SurfacePatchRenderable::SurfacePatchRenderable(SurfacePatch& patchToRender, const String& material)
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@ -49,13 +51,8 @@ namespace Ogre
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mRenderOp.vertexData->vertexCount = patchToRender.getNoOfVertices();
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mRenderOp.indexData->indexCount = patchToRender.getNoOfTriangles() * 3;
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VertexBufferBinding *bind = mRenderOp.vertexData->vertexBufferBinding;
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//LogManager::getSingleton().logMessage("Creating Vertex Buffer");
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HardwareVertexBufferSharedPtr vbuf =
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HardwareBufferManager::getSingleton().createVertexBuffer(
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mRenderOp.vertexData->vertexDeclaration->getVertexSize(0),
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@ -65,7 +62,6 @@ namespace Ogre
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bind->setBinding(0, vbuf);
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//LogManager::getSingleton().logMessage("Creating Index Buffer");
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HardwareIndexBufferSharedPtr ibuf =
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HardwareBufferManager::getSingleton().createIndexBuffer(
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HardwareIndexBuffer::IT_16BIT, // type of index
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@ -80,8 +76,10 @@ namespace Ogre
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std::copy(patchToRender.getVerticesBegin(), patchToRender.getVerticesEnd(), vertexData.begin());
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// Drawing stuff
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Vector3 vaabMin = vertexData[0].getPosition().toOgreVector3();
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Vector3 vaabMax = vertexData[vertexData.size()-1].getPosition().toOgreVector3();
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Vector3 vaabMin(std::numeric_limits<Real>::max(),std::numeric_limits<Real>::max(),std::numeric_limits<Real>::max());
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Vector3 vaabMax(0.0,0.0,0.0);
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//Vector3 vaabMin2 = vertexData[0].getPosition().toOgreVector3();
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//Vector3 vaabMax2 = vertexData[vertexData.size()-1].getPosition().toOgreVector3();
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Real *prPos = static_cast<Real*>(vbuf->lock(HardwareBuffer::HBL_DISCARD));
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@ -98,10 +96,27 @@ namespace Ogre
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*prPos++ = vertexIter->getNormal().z;
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*prPos++ = vertexIter->getAlpha();
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if(vertexIter->getPosition().x < vaabMin.x)
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vaabMin.x = vertexIter->getPosition().x;
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if(vertexIter->getPosition().y < vaabMin.y)
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vaabMin.y = vertexIter->getPosition().y;
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if(vertexIter->getPosition().z < vaabMin.z)
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vaabMin.z = vertexIter->getPosition().z;
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if(vertexIter->getPosition().x > vaabMax.x)
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vaabMax.x = vertexIter->getPosition().x;
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if(vertexIter->getPosition().y > vaabMax.y)
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vaabMax.y = vertexIter->getPosition().y;
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if(vertexIter->getPosition().z > vaabMax.z)
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vaabMax.z = vertexIter->getPosition().z;
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}
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vbuf->unlock();
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//LogManager::getSingleton().logMessage("vaabMin = " + StringConverter::toString(vaabMin ) + ", vaabMax = " + StringConverter::toString(vaabMax ));
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//LogManager::getSingleton().logMessage("vaabMin2 = " + StringConverter::toString(vaabMin2) + ", vaabMax2 = " + StringConverter::toString(vaabMax2));
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vaabMin /= 2.0f;
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vaabMax /= 2.0f;
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