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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/KX_BlenderMaterial.h
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/KX_BlenderMaterial.h')
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.h b/source/gameengine/Ketsji/KX_BlenderMaterial.h
index eeb919a1bf1..d763ba3ef03 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.h
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.h
@@ -24,11 +24,13 @@ class KX_BlenderMaterial : public PyObjectPlus, public RAS_IPolyMaterial
public:
// --------------------------------
KX_BlenderMaterial(
+ PyTypeObject* T=&Type
+ );
+ void Initialize(
class KX_Scene* scene,
BL_Material* mat,
bool skin,
- int lightlayer,
- PyTypeObject* T=&Type
+ int lightlayer
);
virtual ~KX_BlenderMaterial();