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author | Mitchell Stokes <mogurijin@gmail.com> | 2014-05-27 23:52:56 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-05-27 23:52:56 +0400 |
commit | f469185f2540378cf0cec9af11e94015f83ecbe1 (patch) | |
tree | f2dd53f0914d240b68064329778c862402df8c12 /source/gameengine/Ketsji/KX_Dome.cpp | |
parent | 517094a6977abd2ca3f50f15780fc15fdb125b99 (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.cpp | 3 |
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(); } |