Optimising the way mesh data is sent to the GPU.

This commit is contained in:
David Williams 2007-10-01 00:22:14 +00:00
parent 909d020bff
commit 54c62a3594

View File

@ -3,6 +3,8 @@
#include "SurfaceEdge.h"
#include "OgreVertexIndexData.h"
#include <limits>
namespace Ogre
{
SurfacePatchRenderable::SurfacePatchRenderable(SurfacePatch& patchToRender, const String& material)
@ -48,14 +50,9 @@ namespace Ogre
//Initialization stuff
mRenderOp.vertexData->vertexCount = patchToRender.getNoOfVertices();
mRenderOp.indexData->indexCount = patchToRender.getNoOfTriangles() * 3;
VertexBufferBinding *bind = mRenderOp.vertexData->vertexBufferBinding;
//LogManager::getSingleton().logMessage("Creating Vertex Buffer");
HardwareVertexBufferSharedPtr vbuf =
HardwareBufferManager::getSingleton().createVertexBuffer(
mRenderOp.vertexData->vertexDeclaration->getVertexSize(0),
@ -65,7 +62,6 @@ namespace Ogre
bind->setBinding(0, vbuf);
//LogManager::getSingleton().logMessage("Creating Index Buffer");
HardwareIndexBufferSharedPtr ibuf =
HardwareBufferManager::getSingleton().createIndexBuffer(
HardwareIndexBuffer::IT_16BIT, // type of index
@ -80,8 +76,10 @@ namespace Ogre
std::copy(patchToRender.getVerticesBegin(), patchToRender.getVerticesEnd(), vertexData.begin());
// Drawing stuff
Vector3 vaabMin = vertexData[0].getPosition().toOgreVector3();
Vector3 vaabMax = vertexData[vertexData.size()-1].getPosition().toOgreVector3();
Vector3 vaabMin(std::numeric_limits<Real>::max(),std::numeric_limits<Real>::max(),std::numeric_limits<Real>::max());
Vector3 vaabMax(0.0,0.0,0.0);
//Vector3 vaabMin2 = vertexData[0].getPosition().toOgreVector3();
//Vector3 vaabMax2 = vertexData[vertexData.size()-1].getPosition().toOgreVector3();
Real *prPos = static_cast<Real*>(vbuf->lock(HardwareBuffer::HBL_DISCARD));
@ -98,10 +96,27 @@ namespace Ogre
*prPos++ = vertexIter->getNormal().z;
*prPos++ = vertexIter->getAlpha();
if(vertexIter->getPosition().x < vaabMin.x)
vaabMin.x = vertexIter->getPosition().x;
if(vertexIter->getPosition().y < vaabMin.y)
vaabMin.y = vertexIter->getPosition().y;
if(vertexIter->getPosition().z < vaabMin.z)
vaabMin.z = vertexIter->getPosition().z;
if(vertexIter->getPosition().x > vaabMax.x)
vaabMax.x = vertexIter->getPosition().x;
if(vertexIter->getPosition().y > vaabMax.y)
vaabMax.y = vertexIter->getPosition().y;
if(vertexIter->getPosition().z > vaabMax.z)
vaabMax.z = vertexIter->getPosition().z;
}
vbuf->unlock();
//LogManager::getSingleton().logMessage("vaabMin = " + StringConverter::toString(vaabMin ) + ", vaabMax = " + StringConverter::toString(vaabMax ));
//LogManager::getSingleton().logMessage("vaabMin2 = " + StringConverter::toString(vaabMin2) + ", vaabMax2 = " + StringConverter::toString(vaabMax2));
vaabMin /= 2.0f;
vaabMax /= 2.0f;