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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-15 03:51:01 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-15 03:51:01 +0400
commit38fa819cbd5d8b61d9ebd1e8677a1d52232b2a8d (patch)
tree3bcd7f29473449acd5471f0501d30a769d5843d8 /source/blender/src/drawobject.c
parent07e5dc0b969c4478829a60c66e6ec43bec77056a (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.c2
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);