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authorMitchell Stokes <mogurijin@gmail.com>2014-05-27 23:52:56 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-05-27 23:52:56 +0400
commitf469185f2540378cf0cec9af11e94015f83ecbe1 (patch)
treef2dd53f0914d240b68064329778c862402df8c12 /source/gameengine/Ketsji/KX_Dome.cpp
parent517094a6977abd2ca3f50f15780fc15fdb125b99 (diff)
Fix T40344: Levels of Detail not smooth with Armature Modifier
Due to skinning changes for multi-threaded animations, the LOD check was being done after skinning. Now the LOD check is run before animations. This means the culling information is a frame old, but this should be fine.
Diffstat (limited to 'source/gameengine/Ketsji/KX_Dome.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 71d7257a907..657eaef72b7 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -2045,8 +2045,5 @@ void KX_Dome::RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i)
scene->CalculateVisibleMeshes(m_rasterizer,cam);
scene->RenderBuckets(camtrans, m_rasterizer);
-
- // update levels of detail
- scene->UpdateObjectLods();
}