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authorMitchell Stokes <mogurijin@gmail.com>2011-07-29 05:59:36 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-07-29 05:59:36 +0400
commite4a512351d2f80d07042180f10d54ae2d35d5001 (patch)
tree5c495219578f211bbdb8b7ebc783f6d5bb603371 /source/gameengine/Converter/BL_SkinDeformer.h
parentf9ef37059d70f28fe6c962a481ccb95363a4d17e (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.h1
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();