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authorSybren A. Stüvel <sybren@stuvel.eu>2015-11-24 11:15:15 +0300
committerSybren A. Stüvel <sybren@stuvel.eu>2015-11-24 11:15:15 +0300
commit31cc60e76bfa81783e61a7b01586de9547de0174 (patch)
treecd5406cef65829caf1fae8e1aecf355034e53549 /source/gameengine/GamePlayer/common/GPC_Canvas.h
parentc026aa6d5473ca0d103a8f92e35e341402a571bf (diff)
BGE: Save screenshots in a different thread
This patch allows the game engine to keep running while performing things like PNG compression and disk I/O. As an example, my crowd simulation rasterizer saves a screenshot for every frame. This now takes up 13 msec per frame, which was 31 msec before this patch. Effectively, it allows the simulation to save every frame and still run at 60 FPS. Reviewers: lordloki, moguri, panzergame Reviewed By: moguri, panzergame Projects: #game_engine Differential Revision: https://developer.blender.org/D1507
Diffstat (limited to 'source/gameengine/GamePlayer/common/GPC_Canvas.h')
-rw-r--r--source/gameengine/GamePlayer/common/GPC_Canvas.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_Canvas.h b/source/gameengine/GamePlayer/common/GPC_Canvas.h
index 34cc9759a08..9a108203ee8 100644
--- a/source/gameengine/GamePlayer/common/GPC_Canvas.h
+++ b/source/gameengine/GamePlayer/common/GPC_Canvas.h
@@ -56,8 +56,6 @@ protected:
/** Rect that defines the area used for rendering,
* relative to the context */
RAS_Rect m_displayarea;
- /** Frame counter for screenshots */
- int m_frame;
int m_viewport[4];