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author | Mitchell Stokes <mogurijin@gmail.com> | 2011-07-29 05:59:36 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-07-29 05:59:36 +0400 |
commit | e4a512351d2f80d07042180f10d54ae2d35d5001 (patch) | |
tree | 5c495219578f211bbdb8b7ebc783f6d5bb603371 /source/gameengine/Converter/BL_SkinDeformer.h | |
parent | f9ef37059d70f28fe6c962a481ccb95363a4d17e (diff) |
BGE Animations: Save the deform number to pose channel map created by BL_SkinDeformer::BGEDeformVerts() so it isn't recreated on every update. This gives minor speed ups, but I mostly did it because I thought it was a little cleaner this way.
Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.h')
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h index 36eff21c085..59047387513 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.h +++ b/source/gameengine/Converter/BL_SkinDeformer.h @@ -109,6 +109,7 @@ protected: bool m_releaseobject; bool m_poseApplied; bool m_recalcNormal; + struct bPoseChannel** m_dfnrToPC; void BlenderDeformVerts(); void BGEDeformVerts(); |