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authorMitchell Stokes <mogurijin@gmail.com>2012-12-19 00:56:25 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-12-19 00:56:25 +0400
commitef0473994b6b21aa49bbfab26a483d90d0fef004 (patch)
tree18d9dd7d2fbe6eddaf58f66b6b301c694cb43a50 /release/scripts/startup/bl_ui/properties_game.py
parent6b2af22d37dc1a039104f2ca0b3b4b56aca7d41c (diff)
BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release. * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down. * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around. * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_game.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py18
1 files changed, 11 insertions, 7 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index bf0c9eb762a..42f651de6df 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -402,14 +402,18 @@ class RENDER_PT_game_system(RenderButtonsPanel, Panel):
layout = self.layout
gs = context.scene.game_settings
-
- row = layout.row()
- row.prop(gs, "use_frame_rate")
- row.prop(gs, "restrict_animation_updates")
-
+ col = layout.column()
+ row = col.row()
+ col = row.column()
+ col.prop(gs, "use_frame_rate")
+ col.prop(gs, "restrict_animation_updates")
+ col = row.column()
+ col.prop(gs, "use_display_lists")
+ col.active = gs.raster_storage != 'VERTEX_BUFFER_OBJECT'
+
row = layout.row()
- row.prop(gs, "use_display_lists")
-
+ row.prop(gs, "raster_storage")
+
row = layout.row()
row.label("Exit Key")
row.prop(gs, "exit_key", text="", event=True)