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authorBenoit Bolsee <benoit.bolsee@online.be>2009-04-29 14:06:38 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-04-29 14:06:38 +0400
commitf004c36e41023b8a4ffa386226589b19c92eb971 (patch)
tree17921d31c7d6587c2c03861ec4f9edaa21b1707b /source/gameengine/Ketsji/BL_Material.cpp
parent2d78dcfb610381a5056eed5f59dd57aa50e444c3 (diff)
BGE: speed up mesh conversion by avoiding allocation/deallocation of material object on each face. The speed up is minor on optimized builds but considerable on less optimized builds, good for debugging large scene.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Material.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_Material.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp
index 022ed71ef7b..c63b9d55306 100644
--- a/source/gameengine/Ketsji/BL_Material.cpp
+++ b/source/gameengine/Ketsji/BL_Material.cpp
@@ -28,6 +28,11 @@ int getNumTexChannels( Material *mat )
BL_Material::BL_Material()
{
+ Initialize();
+}
+
+void BL_Material::Initialize()
+{
rgb[0] = 0;
rgb[1] = 0;
rgb[2] = 0;