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Optimize AABB calculation in software skinning #53190

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pouleyKetchoupp
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Using min/max instead of regular AABB for optimal processing.
Based on @lawnjelly's suggestion (see #53144 (comment)).

This is 3.x only since software skinning is not implemented on master for now.

Using min/max instead of regular AABB for optimal processing.
@lawnjelly
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It does remind me, at some point we should add a REAL_MAX, that changes to represent the MAX depending on whether real_t is 32 or 64 bit, this would be more correct (although until 64 bit becomes common in Godot 4.x I doubt it matters in practice). Then change all the suitable FLT_MAXs in the same PR.

@akien-mga akien-mga merged commit 60bcc91 into godotengine:3.x Sep 29, 2021
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Thanks!

@pouleyKetchoupp pouleyKetchoupp deleted the software-skinning-aabb-optimization branch September 29, 2021 14:58
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3 participants