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authorBenoit Bolsee <benoit.bolsee@online.be>2009-05-12 23:48:18 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-05-12 23:48:18 +0400
commit5a0de728b0a6a4b916f88554322cc56884f17ad8 (patch)
tree1ddaa69c4035f060a71cd0487fd121763bf2a75d /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parent705764fe050fd15703fe2ab410516ff3ccc3f421 (diff)
BGE performance: allow to create display list on meshes with modifiers but without armature and shape keys. These modified meshes are static and can be put safely in a display list. As the rendering of modifiers is done in direct openGL call, it results is a bit performance boost.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 1943c436258..07fdc8ec41b 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -757,6 +757,7 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
virtual bool Update(void)
{
//printf("update\n");
+ m_bDynamic = true;
return true;//??
}
virtual bool UpdateBuckets(void)
@@ -775,6 +776,7 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
virtual void ProcessReplica()
{
// we have two pointers to deal with but we cannot do it now, will be done in Relink
+ m_bDynamic = false;
}
virtual bool SkipVertexTransform()
{