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author | Robin Watts <robin.watts@artifex.com> | 2013-12-30 12:30:11 +0000 |
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committer | Robin Watts <robin.watts@artifex.com> | 2014-01-02 20:04:39 +0000 |
commit | a80817d4fcc27239fb2efa769ae84c542cbae904 (patch) | |
tree | 7760b79c3af301e17ece776a6244e51e2c697f1e /source/fitz/colorspace.c | |
parent | bd7393d1be2e3905a6c3f1bb722198217c6195dc (diff) | |
download | mupdf-a80817d4fcc27239fb2efa769ae84c542cbae904.tar.xz |
Bug 694585: Slow rendering of meshes
In the existing code for meshes, we decompose the mesh down into
quads (or triangles) and then call a process routine to actually
do the work. This process routine typically maps each vertexes
position/color and plots it.
As each vertex is used several times by neighbouring patches, this
results in each vertex being processed several times. The fix in
this commit is therefore to break the processing into 'prepare' and
'process' phases. Each vertex is 'prepared' before being used in
the 'process' phase. This cuts the number of prepare operations in
half.
In testing, this reduced the time for a (release build, generating ppm
at default resolution) run from 33.4s to 23.5s.
Diffstat (limited to 'source/fitz/colorspace.c')
0 files changed, 0 insertions, 0 deletions