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authorBenoit Bolsee <benoit.bolsee@online.be>2009-04-14 00:08:33 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-04-14 00:08:33 +0400
commit0b8661ab4da1a7cfbc756640649a2d07bb36cc64 (patch)
tree6d171db30ddcba3d379dea04b2da9449203419a6 /source/blender/makesdna/DNA_world_types.h
parent6f12e584a97f664c654ddfbe5f721d2a7be3d491 (diff)
BGE: Occlusion culling and other performance improvements.
Added occlusion culling capability in the BGE. More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement MSVC, scons, cmake, Makefile updated. Other minor performance improvements: - The rasterizer was computing the openGL model matrix of the objects too many times - DBVT view frustrum culling was not properly culling behind the near plane: Large objects behind the camera were sent to the GPU - Remove all references to mesh split/join feature as it is not yet functional
Diffstat (limited to 'source/blender/makesdna/DNA_world_types.h')
-rw-r--r--source/blender/makesdna/DNA_world_types.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/makesdna/DNA_world_types.h b/source/blender/makesdna/DNA_world_types.h
index a51e9704be2..f599364ed66 100644
--- a/source/blender/makesdna/DNA_world_types.h
+++ b/source/blender/makesdna/DNA_world_types.h
@@ -88,7 +88,8 @@ typedef struct World {
* bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling
*/
short mode;
- int physicsEngine; /* here it's aligned */
+ short occlusionRes; /* resolution of occlusion Z buffer in pixel */
+ short physicsEngine; /* here it's aligned */
float misi, miststa, mistdist, misthi;
@@ -135,7 +136,7 @@ typedef struct World {
#define WO_DOF 4
#define WO_ACTIVITY_CULLING 8
#define WO_AMB_OCC 16
-#define WO_DBVT_CAMERA_CULLING 32
+#define WO_DBVT_CULLING 32
/* aomix */
#define WO_AOADD 0