McManning / McManning/Scratchpad

Improve performance of large meshes

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enhancement help wanted
Dominant language
Python
Stars
37
Forks
4
PR merge metrics
No merged PRs in 30d

Description

There's a noticeable performance bottleneck when modifying a mesh with a lot of faces (anything over 800k on my Radeon 7) - which makes sculpting with the shader running less fun.

My assumption is that it's the step of extracting vertex/triangle arrays from the mesh and uploading that back to the GPU on every change - but I don't know a more performant way to do it and stay in Python-land.

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Research direction

The issue names no files, tests, or entry point. Start by locating the mesh-change path that extracts vertex and triangle arrays and uploads them to the GPU, then profile it with a mesh above 800k faces. Done means sculpting with the shader is measurably more responsive without changing the rendered mesh.

Written by the indexing model from the issue text.

Assessment

Tech stack
blender, python
Domain
computer-graphics, performance
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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