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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_Scene.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_Scene.h')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index 367bf0b82da..da9cc12c76a 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -340,6 +340,7 @@ public:
*/
void LogicBeginFrame(double curtime);
void LogicUpdateFrame(double curtime, bool frame);
+ void UpdateAnimations(double curtime);
void
LogicEndFrame(
@@ -565,6 +566,8 @@ public:
void SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv);
void SetGravity(const MT_Vector3& gravity);
+
+ short GetAnimationFPS();
/**
* Sets the node tree for this scene.