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Round 2 of inlining performance hotspots.
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2 changed files with 3 additions and 3 deletions
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@ -183,8 +183,8 @@ namespace ClassicalSharp {
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// See comment in IGraphicsApi.Draw2DTexture()
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v.X -= 0.5f; v.Y -= 0.5f;
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Utils.RotateY( ref v.X, ref v.Z, cosY, sinY );
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Utils.RotateX( ref v.Y, ref v.Z, cosX, sinX );
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float t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t; // Inlined RotY
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t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t; // Inlined RotX
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}
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}
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}
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@ -211,7 +211,7 @@ namespace ClassicalSharp.Model {
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void TransformVertices() {
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for( int i = 0; i < index; i++ ) {
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VertexP3fT2fC4b v = cache.vertices[i];
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Utils.RotateY( ref v.X, ref v.Z, cosYaw, sinYaw );
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float t = cosYaw * v.X - sinYaw * v.Z; v.Z = sinYaw * v.X + cosYaw * v.Z; v.X = t; // Inlined RotY
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v.X += pos.X; v.Y += pos.Y; v.Z += pos.Z;
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cache.vertices[i] = v;
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}
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