Not using floatPrimVar to compute the uvs for the triangle tree - no need as we don't need the interpolation, only the values at the corners. This knocks about 7% off the time to construct an evaluator for a largeish mesh.
Not using floatPrimVar to compute the uvs for the triangle tree - no need as we don't need the interpolation, only the values at the corners. This knocks about 7% off the time to construct an evaluator for a largeish mesh.


appleseedhq/cortex,danieldresser/cortex,goddardl/cortex,davidsminor/cortex,danieldresser/cortex,appleseedhq/cortex,lento/cortex,danieldresser/cortex,appleseedhq/cortex,goddardl/cortex,davidsminor/cortex,danieldresser/cortex,lento/cortex,davidsminor/cortex,davidsminor/cortex,lento/cortex,hradec/cortex,goddardl/cortex,hradec/cortex,hradec/cortex