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authorMitchell Stokes <mogurijin@gmail.com>2011-07-14 11:03:33 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-07-14 11:03:33 +0400
commitad08de4c2afda4456585f6e9bb462be1143f9c14 (patch)
tree7393dad9f2c76c6d2e36d485698ba7b2ecb53f11 /source/gameengine/Ketsji/KX_KetsjiEngine.h
parentd838d82151efaa801276db0f0c972b5bbc8f1876 (diff)
BGE Animations: Now animations are only updated based on the set animation speed. This offers a significant performance increase (about 2x fps in my animation stress tests) for cases such as the defaults: 60fps logic and 30fps animations. This means that animations now only have to be updated half the time. I've also added Animations as a profiling category. This is the time spent in Blender's animation code, and not in the BL_ShapeDeformer (the mesh deformation). I'd like the add the deformation too, but right now it's counted in the rasterizer, and I don't see an obviously clean way to have it counted as animation instead. I'll investigate more.
Diffstat (limited to 'source/gameengine/Ketsji/KX_KetsjiEngine.h')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h
index 8cd6fdb8f5f..89419bb7773 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.h
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h
@@ -108,6 +108,7 @@ private:
double m_frameTime;//discrete timestamp of the 'game logic frame'
double m_clockTime;//current time
double m_previousClockTime;//previous clock time
+ double m_previousAnimTime; //the last time animations were updated
double m_remainingTime;
static int m_maxLogicFrame; /* maximum number of consecutive logic frame */
@@ -147,6 +148,7 @@ private:
tc_first = 0,
tc_physics = 0,
tc_logic,
+ tc_animations,
tc_network,
tc_scenegraph,
tc_sound,