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_VisibilityActuator.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_VisibilityActuator.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_VisibilityActuator.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_VisibilityActuator.cpp b/source/gameengine/Ketsji/KX_VisibilityActuator.cpp index 1ee2169adc4..fceb0b5922c 100644 --- a/source/gameengine/Ketsji/KX_VisibilityActuator.cpp +++ b/source/gameengine/Ketsji/KX_VisibilityActuator.cpp @@ -38,11 +38,13 @@ KX_VisibilityActuator::KX_VisibilityActuator( SCA_IObject* gameobj, bool visible, + bool occlusion, bool recursive, PyTypeObject* T ) : SCA_IActuator(gameobj,T), m_visible(visible), + m_occlusion(occlusion), m_recursive(recursive) { // intentionally empty @@ -78,6 +80,7 @@ KX_VisibilityActuator::Update() KX_GameObject *obj = (KX_GameObject*) GetParent(); obj->SetVisible(m_visible, m_recursive); + obj->SetOccluder(m_occlusion, m_recursive); obj->UpdateBuckets(m_recursive); return false; @@ -130,6 +133,7 @@ KX_VisibilityActuator::Methods[] = { PyAttributeDef KX_VisibilityActuator::Attributes[] = { KX_PYATTRIBUTE_BOOL_RW("visibility", KX_VisibilityActuator, m_visible), + KX_PYATTRIBUTE_BOOL_RW("occlusion", KX_VisibilityActuator, m_occlusion), KX_PYATTRIBUTE_BOOL_RW("recursion", KX_VisibilityActuator, m_recursive), { NULL } //Sentinel }; |