BMesh: merge normal and tessellation calculation on undo
This gives a modest speedup as calculating tessellation and face
normals at the same time can be more efficiently multi-threaded.
Also avoids calculating face normals twice,
oversight in d590e223da
.
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@ -687,19 +687,15 @@ static void undomesh_to_editmesh(UndoMesh *um, Object *ob, BMEditMesh *em, Key *
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.active_shapekey = um->shapenr,
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}));
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/* Normals should not be stored in the undo mesh, so recalculate them. The edit
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* mesh is expected to have valid normals and there is no tracked dirty state. */
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BLI_assert(BKE_mesh_vertex_normals_are_dirty(&um->me));
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BM_mesh_normals_update(bm);
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em_tmp = BKE_editmesh_create(bm);
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*em = *em_tmp;
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/* Normals should not be stored in the undo mesh, so recalculate them. The edit
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* mesh is expected to have valid normals and there is no tracked dirty state. */
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BLI_assert(BKE_mesh_vertex_normals_are_dirty(&um->me));
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/* Calculate face normals and tessellation at once since it's multi-threaded. */
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BKE_editmesh_looptri_calc_ex(em,
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&(const struct BMeshCalcTessellation_Params){
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.face_normals = true,
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});
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BKE_editmesh_looptri_and_normals_calc(em);
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em->selectmode = um->selectmode;
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bm->selectmode = um->selectmode;
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