Pārlūkot izejas kodu

Optimization default submesh creation

Minimum and maximum can be reused from the mesh's bounding info object,
as it is the same. This removes one more call to
Tools.ExtractMinAndMaxIndexed , a very expensive calculation.
Weber, Raanan 9 gadi atpakaļ
vecāks
revīzija
c4afca48fc
1 mainītis faili ar 4 papildinājumiem un 2 dzēšanām
  1. 4 2
      src/Mesh/babylon.subMesh.ts

+ 4 - 2
src/Mesh/babylon.subMesh.ts

@@ -67,10 +67,12 @@
             }
 
             var indices = this._renderingMesh.getIndices();
-            var extend;
+            var extend: { minimum: Vector3, maximum: Vector3 };
 
+            //is this the only submesh?
             if (this.indexStart === 0 && this.indexCount === indices.length) {
-                extend = Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
+                //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
+                extend = { minimum: this._renderingMesh.getBoundingInfo().minimum.clone(), maximum: this._renderingMesh.getBoundingInfo().maximum.clone() };
             } else {
                 extend = Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
             }