diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2012-12-19 00:56:25 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2012-12-19 00:56:25 +0400 |
commit | ef0473994b6b21aa49bbfab26a483d90d0fef004 (patch) | |
tree | 18d9dd7d2fbe6eddaf58f66b6b301c694cb43a50 /release | |
parent | 6b2af22d37dc1a039104f2ca0b3b4b56aca7d41c (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')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_game.py | 18 |
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) |