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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_SkinDeformer.cpp
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_SkinDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp3
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;
}