Hi everyone! :)
No worries about ASM issues, I did it all inside one function and it's easy
to pre-process it out :) I knew it'd be a problem from the start but still
wanted to see how much faster it'd get if I did one version almost
completely in ASM.
As for the different simplification algorit
Hi,
sergey.fo...@gmail.com (2011-01-11 at 1031.06 +0300):
> If asm is not 'build in' c code or can be modularized into separate files
> then maybe http://www.tortall.net/projects/yasm/ can be used - it is
> fairly portable across platforms.
>
> it is still should be decided if asm at all is accep
Thanks for the replies everyone!
I'll leave the one ASM algorithm in the code but simply #ifdef it out for
now. Is that reasonable?
On the topic of quad remeshing, it does already support different topologies
for input. In the screenshots all the meshes came out triangles, but Jae did
end up maki
Hi Pete,
for multiplatform asm also consider http://x264dev.multimedia.cx/archives/191 ,
together with yasm it makes multiplatform asm programming to be feasible.
Regards
Sergey
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Hi Pete,
cannot resist, but if there are several algorithms, then
simplification can and should be combined with
quad remeshing - as it is in the same domain
see
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991/
- the author promised add something more (he estimated two we
Hi
If asm is not 'build in' c code or can be modularized into separate files
then maybe http://www.tortall.net/projects/yasm/ can be used - it is
fairly portable across platforms.
it is still should be decided if asm at all is acceptable, but at
least - this way - it will be one code for all pla
I'm usually hanging out in the IRC channel (#blendercoders on Freenode) if
you want to talk about BGE topics.
Cheers,
Mitchell Stokes (Moguri)
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On Mon, Jan 10, 2011 at 03:30:52PM -0600, pete larabell wrote:
>
> Anyway, my questions to the developer community are this:
>
> Is it ever acceptable to have parts written in assembly?
> -- note: Jae has 4 different algorithms implemented currently, one of which
> uses quite a bit of ASM.
The
Hi all,
A few weeks ago I officially picked up Jaevixa McNomera's code base for the
high quality (and ridiculously fast) surface simplifier she was making for
Blender before she was incapacitated.
If it helps to remind anyone interested, here were some shots she took back
when she was working on