- User Since
- Apr 26 2018, 9:16 PM (77 w, 3 d)
Aug 31 2019
May 11 2018
Updated with the changes requested by @Dalai Felinto (dfelinto).
May 9 2018
edbm_rip_invoke_vert and edbm_rip_invoke_edge are called only once in the whole codebase and they are not even declared in any header, so I assume it's fine to change the function signature.
May 8 2018
Added a second diff that requires every object to have a first/last selected vertex to allow merge at first/last.
Not sure what's better.
Apr 28 2018
At least on that particular example, running the modifier on the GPU(gtx 950) is much faster than on the CPU(i7 4790k). And that's on a case where the ratio between evaluated pixels and vertices is just 1. For painting and compositing, shouldn't the payoff be much better ? It wouldn't even be necessary to send the whole mesh to the renderer.
May I suggest adding a bake texture function to the baking API instead of duplicating every node in C?
This function would evaluate a single mesh in isolation and would take a texture node tree instead of a material one (texture node trees would be just like regular material node trees without shader nodes).
This would likely be faster to evaluate since it could run in the GPU and would allow better integration with third party render engines.