diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-04-14 00:08:33 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-04-14 00:08:33 +0400 |
commit | 0b8661ab4da1a7cfbc756640649a2d07bb36cc64 (patch) | |
tree | 6d171db30ddcba3d379dea04b2da9449203419a6 /source/gameengine/Ketsji/KX_Scene.h | |
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_Scene.h')
-rw-r--r-- | source/gameengine/Ketsji/KX_Scene.h | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h index 55e7afa4957..e1e89e253ed 100644 --- a/source/gameengine/Ketsji/KX_Scene.h +++ b/source/gameengine/Ketsji/KX_Scene.h @@ -265,6 +265,11 @@ protected: bool m_dbvt_culling; /** + * Occlusion culling resolution + */ + int m_dbvt_occlusion_res; + + /** * The framing settings used by this scene */ @@ -545,8 +550,10 @@ public: bool IsClearingZBuffer(); void EnableZBufferClearing(bool isclearingZbuffer); // use of DBVT tree for camera culling - void SetDbvtCameraCulling(bool b) { m_dbvt_culling = b; }; - bool GetDbvtCameraCulling() { return m_dbvt_culling; }; + void SetDbvtCulling(bool b) { m_dbvt_culling = b; }; + bool GetDbvtCulling() { return m_dbvt_culling; }; + void SetDbvtOcclusionRes(int i) { m_dbvt_occlusion_res = i; }; + int GetDbvtOcclusionRes() { return m_dbvt_occlusion_res; }; void SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter); |