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authorSergey Sharybin <sergey.vfx@gmail.com>2016-11-03 19:47:38 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-11-07 13:04:49 +0300
commit4c30a9ee42c386a0938df9f6fa4956116ffbec46 (patch)
tree2629f4bd4f6a3a79e93db9d024cf990ffa5ccbbf /source/blender/blenkernel/BKE_armature.h
parent65a1fd975cd1bcdff69ec8dadd9187ec2c214617 (diff)
Depsgraph: Speedup initial rig build time
We don't need to sort bone channels, it's all taken care about by the depsgraph itself. Gives up to 30% initial rig construction time speedup.
Diffstat (limited to 'source/blender/blenkernel/BKE_armature.h')
-rw-r--r--source/blender/blenkernel/BKE_armature.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h
index c2323100205..78d6f6c7cb9 100644
--- a/source/blender/blenkernel/BKE_armature.h
+++ b/source/blender/blenkernel/BKE_armature.h
@@ -97,6 +97,7 @@ void BKE_armature_where_is(struct bArmature *arm);
void BKE_armature_where_is_bone(struct Bone *bone, struct Bone *prevbone, const bool use_recursion);
void BKE_pose_clear_pointers(struct bPose *pose);
void BKE_pose_rebuild(struct Object *ob, struct bArmature *arm);
+void BKE_pose_rebuild_ex(struct Object *ob, struct bArmature *arm, const bool sort_bones);
void BKE_pose_where_is(struct Scene *scene, struct Object *ob);
void BKE_pose_where_is_bone(struct Scene *scene, struct Object *ob, struct bPoseChannel *pchan, float ctime, bool do_extra);
void BKE_pose_where_is_bone_tail(struct bPoseChannel *pchan);