- Jun 09, 2017
-
-
Seebs authored
For polyline, don't compute each normal twice; when we're going through a line, the "next" normal for segment N is always the "previous" normal for segment N+1, and we can compute fewer of them.
-
Seebs authored
For internal operations (anything using getAndClearPoints), there's a pretty good chance that the operation will repeatedly invoke something like fillPolygon(), meaning that it needs to push "a few" points and then invoke something that uses those points. So, we add a slice for containing spare slices of points, and on the way out of each such function, shove the current imd.points (as used inside that function) onto a stack, and set imd.points to [0:0] of the thing it was called with. Performance goes from 11-13fps to 17-18fps on my test case.
-
- May 21, 2017
-
-
faiface authored
-
- May 18, 2017
-
-
faiface authored
-
- May 06, 2017
-
-
faiface authored
-
- Apr 21, 2017
-
-
faiface authored
-
- Apr 20, 2017
-
-
faiface authored
-
- Apr 15, 2017
- Apr 13, 2017
- Apr 12, 2017
-
-
faiface authored
-
- Apr 10, 2017
-
-
faiface authored
-
- Apr 09, 2017
-
-
faiface authored
-
- Mar 23, 2017
- Mar 22, 2017
-
-
faiface authored
-
- Mar 21, 2017
-
-
faiface authored
-
- Mar 18, 2017
- Mar 16, 2017
-
-
faiface authored
-
- Mar 15, 2017
- Mar 14, 2017
- Mar 13, 2017
-
-
faiface authored
-
- Mar 10, 2017
- Mar 08, 2017
-
-
faiface authored
-
- Mar 07, 2017
-
-
faiface authored
-