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Grantim
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Aug 23, 2022
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| auto res = calcTextureRes( int( facesColorMap.size() ), maxTexSize ); | ||
| auto res = calcTextureRes( int( facesColorMap.size() ), maxTexSize_ ); |
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can we calc texture resolution only in update_ and not calc it twice
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facesColorMap is pre-calculated outside this class.
source/MRMesh/MRMeshNormals.cpp
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| Buffer<Vector4f> computePerFaceNormals4( const Mesh & mesh ) | ||
| Buffer<Vector4f> computePerFaceNormals4( const Mesh & mesh, size_t bufferSize ) | ||
| { | ||
| MR_TIMER | ||
| FaceId lastValidFace = mesh.topology.lastValidFace(); | ||
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| const auto & edgePerFace = mesh.topology.edgePerFace(); | ||
| Buffer<Vector4f> res( lastValidFace + 1 ); | ||
| if ( bufferSize != 0 ) | ||
| assert( bufferSize >= lastValidFace + 1 ); | ||
| else | ||
| bufferSize = lastValidFace + 1; | ||
| Buffer<Vector4f> res( bufferSize ); | ||
| tbb::parallel_for( tbb::blocked_range<FaceId>( FaceId{0}, lastValidFace + 1 ), [&]( const tbb::blocked_range<FaceId> & range ) |
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mb better Buffer<Vector4f>& outBuffer as arg?
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or simply pointer Vector4f* as arg
Fedr
approved these changes
Aug 23, 2022
Grantim
approved these changes
Aug 23, 2022
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