diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-06-15 03:51:01 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-06-15 03:51:01 +0400 |
commit | 38fa819cbd5d8b61d9ebd1e8677a1d52232b2a8d (patch) | |
tree | 3bcd7f29473449acd5471f0501d30a769d5843d8 /source/gameengine/Ketsji/BL_BlenderShader.h | |
parent | 07e5dc0b969c4478829a60c66e6ec43bec77056a (diff) |
Apricot Branch:
Some optimizations to decrease game engine startup time:
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
* Share GLSL shaders with the game engine so they don't have to be
recompiled. This required changes to the rasterization in the game
engine to add an option to use attributes instead of texture
coordinates.
* Some small optimizations in bullet BVH building, though could be
improved more, since it takes about 50% of startup time still in
my test .blend.
Diffstat (limited to 'source/gameengine/Ketsji/BL_BlenderShader.h')
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.h b/source/gameengine/Ketsji/BL_BlenderShader.h index 95f2cfe044d..1a7c5117cb2 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.h +++ b/source/gameengine/Ketsji/BL_BlenderShader.h @@ -12,6 +12,8 @@ struct Material; +#define BL_MAX_ATTRIB 16 + /** * BL_BlenderShader * Blender GPU shader material @@ -31,6 +33,7 @@ public: void ApplyShader(); void SetTexCoords(class RAS_IRasterizer* ras); + int GetEnabledAttribs(); void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty); }; |