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Christophe Geuzaine's avatar
Christophe Geuzaine authored
- generalized vertex array class to use reallocatable arrays

- introduced vertex arrays in post for all triangles: this speeds
  things up tremendously for ALL scalar views: 2d scalar views of
  course, but also for 3d isos (tets, hexas, etc.) and all smooth
  normals. The costly computations (compute the isos, get the normals)
  are only done ONCE each time the view is changed. Then we just pass
  the vertex array to OpenGL everytime we need to redraw (e.g. when we
  rotate the scene)

- removed the display list code alltogether: it's completely blown
  away by the new vertex array code!

for the record: with the new drawing code, you can

- rotate 500,000 triangles in real time on a 3-year old linux PC
(tested with a boing 747 surface mesh from CU: 10 times faster than
old code)

- display and rotate in real time 10 transparent+smooth shaded 3D isos
for a 1 million tet mesh (about 1 frame per second with the new code;
took tens of seconds with the old one)

Awesome :-)
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