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.

code-google-com/cortex-vfx,ruschelp/cortex-vfx,code-google-com/cortex-vfx,code-google-com/cortex-vfx,ruschelp/cortex-vfx,code-google-com/cortex-vfx,ruschelp/cortex-vfx