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authorBenoit Bolsee <benoit.bolsee@online.be>2009-05-12 23:48:18 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-05-12 23:48:18 +0400
commit5a0de728b0a6a4b916f88554322cc56884f17ad8 (patch)
tree1ddaa69c4035f060a71cd0487fd121763bf2a75d /source/gameengine/Converter/BL_MeshDeformer.h
parent705764fe050fd15703fe2ab410516ff3ccc3f421 (diff)
BGE performance: allow to create display list on meshes with modifiers but without armature and shape keys. These modified meshes are static and can be put safely in a display list. As the rendering of modifiers is done in direct openGL call, it results is a bit performance boost.
Diffstat (limited to 'source/gameengine/Converter/BL_MeshDeformer.h')
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h
index d1754618df2..11ca3b00a1d 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.h
+++ b/source/gameengine/Converter/BL_MeshDeformer.h
@@ -66,7 +66,7 @@ public:
virtual bool Update(void){ return false; };
virtual bool UpdateBuckets(void){ return false; };
virtual RAS_Deformer* GetReplica(){return NULL;};
- virtual void ProcessReplica() { };
+ virtual void ProcessReplica() {m_bDynamic=false;};
struct Mesh* GetMesh() { return m_bmesh; };
// virtual void InitDeform(double time){};