speedup - because we know triangles will always have the same z value.

This commit is contained in:
Campbell Barton
2012-07-13 12:03:53 +00:00
parent a3cf6da7ae
commit bccd5380f5

View File

@@ -46,7 +46,7 @@
#ifndef USE_RASKTER
#define RESOL 64
#define RESOL 32
/**
* A single #MaskRasterHandle contains multile #MaskRasterLayer's,
@@ -512,11 +512,17 @@ static void maskrasterize_layer_bvh_cb(void *userdata, int index, const BVHTreeR
(cos[2][2] < dist_orig))
{
if (isect_point_tri_v2(ray->origin, cos[tri[0]], cos[tri[1]], cos[tri[2]])) {
/* we know all tris are close for now */
#if 0
const float dist = maskrasterize_layer_z_depth_tri(ray->origin, cos[tri[0]], cos[tri[1]], cos[tri[2]]);
if (dist < dist_orig) {
hit->index = index;
hit->dist = dist;
}
#else
hit->index = index;
hit->dist = 0.0f;
#endif
}
}
}
@@ -529,6 +535,8 @@ static void maskrasterize_layer_bvh_cb(void *userdata, int index, const BVHTreeR
(cos[2][2] < dist_orig) ||
(cos[3][2] < dist_orig))
{
/* needs work */
#if 0
if (isect_point_quad_v2(ray->origin, cos[tri[0]], cos[tri[1]], cos[tri[2]], cos[tri[3]])) {
const float dist = maskrasterize_layer_z_depth_quad(ray->origin, cos[tri[0]], cos[tri[1]], cos[tri[2]], cos[tri[3]]);