Actually reverse indices for early Z!
2x performance improvement. I feel silly.
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@ -333,7 +333,7 @@ class ThreeDView extends PathfinderDemoView {
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return transform;
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}
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protected clearForResolve(): void {
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protected clearForDirectRendering(): void {
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this.gl.clearColor(1.0, 1.0, 1.0, 1.0);
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this.gl.clearDepth(1.0);
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this.gl.depthMask(true);
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@ -269,7 +269,7 @@ export abstract class PathfinderDemoView extends PathfinderView {
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antialiasingStrategy.prepare(this);
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// Clear.
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this.clearForResolve();
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this.clearForDirectRendering();
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// Draw "scenery" (used in the 3D view).
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this.drawSceneryIfNecessary();
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@ -514,7 +514,7 @@ export abstract class PathfinderDemoView extends PathfinderView {
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protected drawSceneryIfNecessary(): void {}
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protected clearForResolve(): void {
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protected clearForDirectRendering(): void {
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this.gl.clearColor(1.0, 1.0, 1.0, 1.0);
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this.gl.clearDepth(0.0);
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this.gl.depthMask(true);
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@ -330,7 +330,7 @@ fn partition_paths(partitioner: &mut Partitioner, subpath_indices: &[SubpathRang
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// Reverse interior indices for early Z optimizations.
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let mut new_cover_interior_indices = Vec::with_capacity(cover_interior_indices.len());
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for path_indices in &mut path_indices {
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for path_indices in path_indices.iter_mut().rev() {
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let old_byte_start = path_indices.cover_interior_indices.start * mem::size_of::<u32>();
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let old_byte_end = path_indices.cover_interior_indices.end * mem::size_of::<u32>();
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let new_start_index = new_cover_interior_indices.len() / mem::size_of::<u32>();
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