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Le 19-02-03 à 04:04, clipka a écrit :
> Am 17.01.2019 um 15:05 schrieb William F Pokorny:
>
>>> - Performance has degraded a bit, but I'm willing to accept this for
>>> the sake of extended functionality and easier maintenance.
>>>
>>
>> Hmm, I'm surprised some by this. Are your test character strings
>> really short? In the existing text shape code all the characters ended
>> up more or less as one huge glyph as you know. As the string to the
>> text shape got large, performance slowed substantially.
>
> Actually, wading through the old code for unrelated reasons, I just
> noticed that this isn't true: The old `text` primitive has actually been
> a CSG union all along, with one child per character.
That's coherent with the object count : Adding a long text object really
increase the number of objects in a scene.
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