Cycles: Calculate face normal on the fly.
Instead of pre-calculation and storage, we now calculate the face normal during render. This gives a small slowdown (~1%) but decreases memory usage, which is especially important for GPUs, where you have limited VRAM. Part of my GSoC 2014.
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@@ -120,7 +120,7 @@ public:
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void add_face_normals();
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void add_vertex_normals();
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void pack_normals(Scene *scene, float4 *normal, float4 *vnormal);
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void pack_normals(Scene *scene, float *shader, float4 *vnormal);
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void pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset);
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void pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset);
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void compute_bvh(SceneParams *params, Progress *progress, int n, int total);
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