Edit Mesh: Opti: Reduce max_vertices in geometry shader
authorClément Foucault <foucault.clem@gmail.com>
Mon, 10 Dec 2018 17:56:12 +0000 (18:56 +0100)
committerClément Foucault <foucault.clem@gmail.com>
Mon, 10 Dec 2018 18:02:17 +0000 (19:02 +0100)
This is a really small win that had been overlooked when optimizing the
shader.

source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl

index 30b88080b7153e7647f671e933454724fb446449..fa2063a40a6cc5f863f574ede746fdf659b8cc12 100644 (file)
@@ -9,7 +9,7 @@ layout(triangles) in;
  * triangle. Order is important.
  * TODO diagram
  */
-layout(triangle_strip, max_vertices=12) out;
+layout(triangle_strip, max_vertices=11) out;
 
 uniform mat4 ProjectionMatrix;
 uniform vec2 viewportSize;