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authorBenoit Bolsee <benoit.bolsee@online.be>2009-05-12 23:48:18 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-05-12 23:48:18 +0400
commit5a0de728b0a6a4b916f88554322cc56884f17ad8 (patch)
tree1ddaa69c4035f060a71cd0487fd121763bf2a75d /source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
parent705764fe050fd15703fe2ab410516ff3ccc3f421 (diff)
BGE performance: allow to create display list on meshes with modifiers but without armature and shape keys. These modified meshes are static and can be put safely in a display list. As the rendering of modifiers is done in direct openGL call, it results is a bit performance boost.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MaterialBucket.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index db6394c1ec0..841264465cf 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -597,7 +597,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
// then it won't have texture coordinates for actual drawing. also
// for zsort we can't make a display list, since the polygon order
// changes all the time.
- if(ms.m_pDeformer)
+ if(ms.m_pDeformer && ms.m_pDeformer->IsDynamic())
ms.m_bDisplayList = false;
else if(!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW)
ms.m_bDisplayList = false;