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authorBenoit Bolsee <benoit.bolsee@online.be>2009-04-14 00:08:33 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-04-14 00:08:33 +0400
commit0b8661ab4da1a7cfbc756640649a2d07bb36cc64 (patch)
tree6d171db30ddcba3d379dea04b2da9449203419a6 /source/gameengine/Ketsji/KX_Scene.h
parent6f12e584a97f664c654ddfbe5f721d2a7be3d491 (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.h11
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);