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authorErwin Coumans <blender@erwincoumans.com>2006-01-18 09:04:11 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-01-18 09:04:11 +0300
commit85c58bfa8a486d801420e9a2021018f3070d90ec (patch)
tree50390c5dc765bc113e96c35ec0ac1f88dfaca767 /source/gameengine/Ketsji/KX_KetsjiEngine.cpp
parent41007941537bd6269ff134db1bb8425fd4c8b079 (diff)
attempt to fix reported problems with glsl shader on OS X (and other platforms). instead of continuous printing errors, it should just print once, and delete the shaders.
also, disabled the asynchronous logicbrick update, it reportedly causes jitter.
Diffstat (limited to 'source/gameengine/Ketsji/KX_KetsjiEngine.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 09521376c4c..41bece58e84 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -457,9 +457,9 @@ void KX_KetsjiEngine::NextFrame()
frames--;
}
- bool m_doFullFramerateBricks = true;
+ bool bUseAsyncLogicBricks= false;
- if (m_doFullFramerateBricks)
+ if (bUseAsyncLogicBricks)
{
// Logic update sub frame: this will let some logic bricks run at the
// full frame rate.