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  1. Jun 10, 2017
    • Seebs's avatar
      Slightly clean up normal calculations · ef6a44fe
      Seebs authored
      We never actually need the "normal" value; it's an extra calculation
      we didn't need, because ijNormal is the same value early on. It's
      totally possible that we could further simplify this; there's a lot
      of time going into the normal computations.
      ef6a44fe
  2. Jun 09, 2017
    • faiface's avatar
      minor, mostly stylistic, changes · 6b9ea45e
      faiface authored
      6b9ea45e
    • Seebs's avatar
      Reduce copying in fillPolygon · fc858bff
      Seebs authored
      A slice of points means copying every point into the slice, then
      copying every point's data from the slice to TrianglesData. An
      array of indicies lets the compiler make better choices.
      fc858bff
    • Seebs's avatar
      smaller imdraw optimizations · 91803189
      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.
      91803189
    • Seebs's avatar
      use point pool · 9a7ab1c6
      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.
      9a7ab1c6
  3. May 21, 2017
  4. May 18, 2017
  5. May 06, 2017
  6. Apr 21, 2017
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  8. Apr 15, 2017
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  10. Apr 12, 2017
  11. Apr 10, 2017
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  13. Mar 23, 2017
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  21. Mar 10, 2017
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