Avoid allocating vertex indices in obj exporter
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@ -348,7 +348,7 @@ void OBJWriter::write_poly_elements(FormatHandler &fh,
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int prev_i = obj_mesh_data.remap_poly_index(idx - 1);
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int i = obj_mesh_data.remap_poly_index(idx);
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Vector<int> poly_vertex_indices = obj_mesh_data.calc_poly_vertex_indices(i);
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Span<int> poly_vertex_indices = obj_mesh_data.calc_poly_vertex_indices(i);
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Span<int> poly_uv_indices = obj_mesh_data.calc_poly_uv_indices(i);
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Vector<int> poly_normal_indices = obj_mesh_data.calc_poly_normal_indices(i);
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@ -276,7 +276,7 @@ float3 OBJMesh::calc_vertex_coords(const int vert_index, const float global_scal
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return r_coords;
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}
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Vector<int> OBJMesh::calc_poly_vertex_indices(const int poly_index) const
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Span<int> OBJMesh::calc_poly_vertex_indices(const int poly_index) const
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{
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const MPoly &mpoly = mesh_polys_[poly_index];
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return mesh_corner_verts_.slice(mpoly.loopstart, mpoly.totloop);
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@ -151,7 +151,7 @@ class OBJMesh : NonCopyable {
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/**
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* Calculate vertex indices of all vertices of the polygon at the given index.
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*/
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Vector<int> calc_poly_vertex_indices(int poly_index) const;
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Span<int> calc_poly_vertex_indices(int poly_index) const;
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/**
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* Calculate UV vertex coordinates of an Object.
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* Stores the coordinates and UV vertex indices in the member variables.
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