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authorMitchell Stokes <mogurijin@gmail.com>2012-12-19 00:56:25 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-12-19 00:56:25 +0400
commitef0473994b6b21aa49bbfab26a483d90d0fef004 (patch)
tree18d9dd7d2fbe6eddaf58f66b6b301c694cb43a50 /source/gameengine/Converter/BL_BlenderDataConversion.h
parent6b2af22d37dc1a039104f2ca0b3b4b56aca7d41c (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 'source/gameengine/Converter/BL_BlenderDataConversion.h')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.h b/source/gameengine/Converter/BL_BlenderDataConversion.h
index 2a7efaac898..f3a680929fb 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.h
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.h
@@ -38,7 +38,7 @@
#include "KX_PhysicsEngineEnums.h"
#include "SCA_IInputDevice.h"
-class RAS_MeshObject* BL_ConvertMesh(struct Mesh* mesh,struct Object* lightobj,class KX_Scene* scene, class KX_BlenderSceneConverter *converter);
+class RAS_MeshObject* BL_ConvertMesh(struct Mesh* mesh,struct Object* lightobj,class KX_Scene* scene, class KX_BlenderSceneConverter *converter, bool libloading);
void BL_ConvertBlenderObjects(struct Main* maggie,
class KX_Scene* kxscene,
@@ -47,7 +47,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
class RAS_IRenderTools* rendertools,
class RAS_ICanvas* canvas,
class KX_BlenderSceneConverter* sceneconverter,
- bool alwaysUseExpandFraming
+ bool alwaysUseExpandFraming,
+ bool libloading=false
);
SCA_IInputDevice::KX_EnumInputs ConvertKeyCode(int key_code);