diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-06-15 03:51:01 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-06-15 03:51:01 +0400 |
commit | 38fa819cbd5d8b61d9ebd1e8677a1d52232b2a8d (patch) | |
tree | 3bcd7f29473449acd5471f0501d30a769d5843d8 /source/blender/src/drawobject.c | |
parent | 07e5dc0b969c4478829a60c66e6ec43bec77056a (diff) |
Apricot Branch:
Some optimizations to decrease game engine startup time:
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
* Share GLSL shaders with the game engine so they don't have to be
recompiled. This required changes to the rasterization in the game
engine to add an option to use attributes instead of texture
coordinates.
* Some small optimizations in bullet BVH building, though could be
improved more, since it takes about 50% of startup time still in
my test .blend.
Diffstat (limited to 'source/blender/src/drawobject.c')
-rw-r--r-- | source/blender/src/drawobject.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c index fbc00ce1f8b..9c7f08c971b 100644 --- a/source/blender/src/drawobject.c +++ b/source/blender/src/drawobject.c @@ -188,7 +188,7 @@ int set_gl_material_attribs(int nr, GPUVertexAttribs *attribs) if(mat) { if(!mat->gpumaterial) - mat->gpumaterial= GPU_material_from_blender(mat, GPU_PROFILE_DERIVEDMESH); + GPU_material_from_blender(mat, GPU_PROFILE_DERIVEDMESH); if(mat->gpumaterial) { GPU_material_vertex_attributes(mat->gpumaterial, attribs); |