[DEV] add debug cycle count for mesh generation

This commit is contained in:
Edouard DUPIN 2013-08-06 21:15:22 +02:00
parent aea2495886
commit f2c08210a2

View File

@ -273,6 +273,7 @@ void ewol::Mesh::GenerateVBO(void)
for (esize_t kkk=0; kkk<m_listFaces.Size(); kkk++) {
// clean faces indexes :
m_listFaces.GetValue(kkk).m_index.Clear();
int64_t tmpppppp=0;
FaceIndexing& tmpFaceList = m_listFaces.GetValue(kkk);
for (int32_t iii=0; iii<tmpFaceList.m_faces.Size() ; iii++) {
int32_t vertexVBOId[3];
@ -293,6 +294,8 @@ void ewol::Mesh::GenerateVBO(void)
&& m_verticesVBO->GetOnBufferVec2(MESH_VBO_TEXTURE,jjj) == texturepos) {
vertexVBOId[indice] = jjj;
elementFind = true;
//EWOL_DEBUG("search indice : " << jjj);
tmpppppp += jjj;
// stop searching ...
break;
}
@ -308,6 +311,7 @@ void ewol::Mesh::GenerateVBO(void)
tmpFaceList.m_index.PushBack(vertexVBOId[indice]);
}
}
EWOL_DEBUG("nb cycle ? : " << tmpppppp);
}
// update all the VBO elements ...
m_verticesVBO->Flush();