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https://github.com/openharmony/third_party_meshoptimizer.git
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simplify: Use next[e+1] instead of next[next[e]]
This makes the code more consistent between simplifier and indexgenerator (which also uses a 4-element next LUT for one algorithm), and results in a minor (0.1%) reduction in executed instructions on some meshes.
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-2
@@ -743,7 +743,7 @@ static void fillEdgeQuadrics(Quadric* vertex_quadrics, const unsigned int* indic
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{
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for (size_t i = 0; i < index_count; i += 3)
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{
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static const int next[3] = {1, 2, 0};
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static const int next[4] = {1, 2, 0, 1};
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for (int e = 0; e < 3; ++e)
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{
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@@ -769,7 +769,7 @@ static void fillEdgeQuadrics(Quadric* vertex_quadrics, const unsigned int* indic
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if (kHasOpposite[k0][k1] && remap[i1] > remap[i0])
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continue;
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unsigned int i2 = indices[i + next[next[e]]];
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unsigned int i2 = indices[i + next[e + 1]];
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// we try hard to maintain border edge geometry; seam edges can move more freely
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// due to topological restrictions on collapses, seam quadrics slightly improves collapse structure but aren't critical
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