Improved performances when applying color and alpha on vertices

Instead of setting color and alpha on each vertex, call colorize() only once before iterating through all vertices.
In our use case, performances are multiplied by 2.
This commit is contained in:
Julienpretty 2016-07-28 10:46:56 +02:00 committed by GitHub
parent 482e28bb22
commit 9a8ce4e78e

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@ -155,11 +155,10 @@ public class SkeletonSprite extends DisplayObject {
vertexData = mesh.getVertexData();
uvs = meshAttachment.uvs;
vertexData.colorize("color", rgb, a);
for (ii = 0, iii = 0; ii < verticesCount; ii++, iii+=2) {
mesh.setVertexPosition(ii, worldVertices[iii], worldVertices[iii+1]);
mesh.setTexCoords(ii, uvs[iii], uvs[iii+1]);
mesh.setVertexColor(ii, rgb);
mesh.setVertexAlpha(ii, alpha);
mesh.setTexCoords(ii, uvs[iii], uvs[iii+1]);
}
vertexData.numVertices = verticesCount;
// FIXME set smoothing/filter