McManning / McManning/Scratchpad
Improve performance of large meshes
Nobody has claimed this yet.
- 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.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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