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authorMitchell Stokes <mogurijin@gmail.com>2014-04-07 03:30:59 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-04-07 03:30:59 +0400
commitfe05f97841c0ee3e2a6e15f2252ad160fefc3509 (patch)
tree2a672e5d82448f43471ddb529a95fa547d5c311e /source/gameengine/Converter/BL_ShapeDeformer.h
parentbe8b4b8b0c4d4fdeed6ebf88d8a3bd480e4c48ce (diff)
BGE: Multi-threading animation updates and skinning.
This required BL_ArmatureObject to have tighter control over armatures and poses. Also, (Blender) armature objects are now copied instead of shared between BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy, shape key drivers need a bit of extra fiddling to get the correct armature copy. Initially OpenMP was used for threading, but then BLI_task was used due to being less compiler dependent. This commit also places time spent on skinning updates in the Animation profiler category (was previously under the Rasterizer category).
Diffstat (limited to 'source/gameengine/Converter/BL_ShapeDeformer.h')
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.h b/source/gameengine/Converter/BL_ShapeDeformer.h
index a506fb9c7f6..f6746dd2302 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.h
+++ b/source/gameengine/Converter/BL_ShapeDeformer.h
@@ -61,7 +61,7 @@ public:
virtual ~BL_ShapeDeformer();
bool Update (void);
- bool LoadShapeDrivers(Object* arma);
+ bool LoadShapeDrivers(KX_GameObject* parent);
bool ExecuteShapeDrivers(void);
struct Key *GetKey();