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path: root/source/fitz/shade.c
AgeCommit message (Collapse)Author
2014-05-01Fix 694084: compute number of segments in radial shading from radius.Tor Andersson
2014-02-17Simplify shade vertex preparation and remove redundant memcpy calls.Tor Andersson
2014-01-02Bug 694585: Slow rendering of meshesRobin Watts
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.
2013-06-20Rearrange source files.Tor Andersson