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authorDalai Felinto <dfelinto@gmail.com>2013-01-27 23:57:47 +0400
committerDalai Felinto <dfelinto@gmail.com>2013-01-27 23:57:47 +0400
commit0976a780ebc259b740afda528e4f2c0ad4a9b3a2 (patch)
treeb8feb0c8123557ceec2da698e4a7ae1f4270da7d /release/scripts/startup/bl_ui/properties_game.py
parenta2e55171fee184c6fb908f2775cf3a09404acc7b (diff)
BGE UI: removing "use_occlusion_culling" from the ui
(and marking rna as deprecated) I talked with Benoit Bolsee and Mitchell Stokes and they both agreed that the feature should be removed. In case someone was actually using it the rna is still available. But next release we remove both the rna, the DNA and the flag in the code. I did a simple benchmark with tons of cubes, and the DBVT culling (use_occlusion_culling=True) always perform better than when it's off. Even when no occluder objects are in the scene.
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_game.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py10
1 files changed, 3 insertions, 7 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index a896855b217..1f05c8eea5a 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -621,7 +621,9 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
layout.prop(gs, "physics_engine")
if gs.physics_engine != 'NONE':
- layout.prop(gs, "physics_gravity", text="Gravity")
+ col = layout.column()
+ col.prop(gs, "physics_gravity", text="Gravity")
+ col.prop(gs, "occlusion_culling_resolution", text="Culling Resolution")
split = layout.split()
@@ -644,12 +646,6 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
sub = col.row()
sub.prop(gs, "deactivation_time", text="Time")
- col = layout.column()
- col.prop(gs, "use_occlusion_culling", text="Occlusion Culling")
- sub = col.column()
- sub.active = gs.use_occlusion_culling
- sub.prop(gs, "occlusion_culling_resolution", text="Resolution")
-
else:
split = layout.split()