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author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-05-12 23:48:18 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-05-12 23:48:18 +0400 |
commit | 5a0de728b0a6a4b916f88554322cc56884f17ad8 (patch) | |
tree | 1ddaa69c4035f060a71cd0487fd121763bf2a75d /source/gameengine/Converter/BL_SkinDeformer.cpp | |
parent | 705764fe050fd15703fe2ab410516ff3ccc3f421 (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_SkinDeformer.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp index d40776a645d..e92c3b29543 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.cpp +++ b/source/gameengine/Converter/BL_SkinDeformer.cpp @@ -201,7 +201,8 @@ bool BL_SkinDeformer::Update(void) m_lastArmaUpdate=m_armobj->GetLastFrame(); m_armobj->RestorePose(); - + /* dynamic vertex, cannot use display list */ + m_bDynamic = true; /* indicate that the m_transverts and normals are up to date */ return true; } |