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q3-sydney-qvm/code/renderergl1
Zack Middleton cccd283be8 Improve IQM CPU vertex skinning performance
Only calculate vertex blend matrix for each unique bone indexes/weights
combination once per-surface instead of recalculating for each vertex.
For best performance the model surfaces needs to use few vertex bone
indexes and weights combinations.

Unroll loops so GCC better optimizes them.

In my tests drawing animated IQM may take 50% as long in opengl1 and
70% as long in opengl2. It will vary by model though and might not
help much at all.

Made unanimated IQM models skip matrix math altogether.
2018-07-27 17:40:21 -05:00
..
2018-07-20 23:40:21 -05:00
2017-11-22 01:40:20 -06:00
2017-11-22 01:40:20 -06:00
2016-05-16 03:17:03 -05:00