diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-04-14 00:08:33 +0400 |
---|---|---|
committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-04-14 00:08:33 +0400 |
commit | 0b8661ab4da1a7cfbc756640649a2d07bb36cc64 (patch) | |
tree | 6d171db30ddcba3d379dea04b2da9449203419a6 /source/gameengine/Ketsji/KX_KetsjiEngine.cpp | |
parent | 6f12e584a97f664c654ddfbe5f721d2a7be3d491 (diff) |
BGE: Occlusion culling and other performance improvements.
Added occlusion culling capability in the BGE.
More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement
MSVC, scons, cmake, Makefile updated.
Other minor performance improvements:
- The rasterizer was computing the openGL model matrix of the objects too many times
- DBVT view frustrum culling was not properly culling behind the near plane:
Large objects behind the camera were sent to the GPU
- Remove all references to mesh split/join feature as it is not yet functional
Diffstat (limited to 'source/gameengine/Ketsji/KX_KetsjiEngine.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_KetsjiEngine.cpp | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp index aeb80806f6c..83a2fa8a448 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp @@ -294,8 +294,14 @@ void KX_KetsjiEngine::RenderDome() if (!BeginFrame()) return; - int n_renders=m_dome->GetNumberRenders();// usually 4 or 6 KX_SceneList::iterator sceneit; + for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++) + { + // do this only once per scene + (*sceneit)->UpdateMeshTransformations(); + } + + int n_renders=m_dome->GetNumberRenders();// usually 4 or 6 for (int i=0;i<n_renders;i++){ m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER); for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++) @@ -311,7 +317,6 @@ void KX_KetsjiEngine::RenderDome() // shadow buffers if (i == 0){ RenderShadowBuffers(scene); - scene->UpdateMeshTransformations();//I need to run it somewherelse, otherwise Im overrunning it } // Avoid drawing the scene with the active camera twice when it's viewport is enabled if(cam && !cam->GetViewport()) @@ -812,6 +817,9 @@ void KX_KetsjiEngine::Render() // pass the scene's worldsettings to the rasterizer SetWorldSettings(scene->GetWorldInfo()); + // do this only once per scene + scene->UpdateMeshTransformations(); + // shadow buffers RenderShadowBuffers(scene); @@ -1140,7 +1148,6 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene) light->BindShadowBuffer(m_rasterizer, cam, camtrans); /* update scene */ - scene->UpdateMeshTransformations(); scene->CalculateVisibleMeshes(m_rasterizer, cam, light->GetShadowLayer()); /* render */ @@ -1245,7 +1252,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam) cam->GetCameraLocation(), cam->GetCameraOrientation()); cam->SetModelviewMatrix(viewmat); - //redundant, already done in + //redundant, already done in Render() //scene->UpdateMeshTransformations(); // The following actually reschedules all vertices to be |