3b59163b02d93c802af456cbdb09cd6e1cae1164
The initial subdivision context counting ended up using unnecessarily complicated logic to count the number of final vertices. In a first pass it added vertices for every coarse edge. Then it added the same number of vertices for every loose edge. That adds up to the same number of vertices for the edges, so the separation is redundant and can be replaced with a single multiplication. The bitmap doesn't need to be cleared then, since it isn't used now. In a test of a mesh with 2 million faces and 3 million vertices, this saved 2.8ms (though the whole subdivision process takes around 700ms). Pull Request #105159
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