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authorCampbell Barton <ideasman42@gmail.com>2009-05-19 09:07:52 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-05-19 09:07:52 +0400
commitdef33757e303255bfd9c17eb716a02d49df58062 (patch)
tree604fb7d842a9df18ffd9d55ea8c85318472d5f33 /source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
parent2ac81cc7ad83135b00e2e44103f69515a751bafd (diff)
recorded game physics ipo's also have the same problem FBX export had with eulers rotations
http://www.graphicall.org/ftp/ideasman42/game_euler.png - dont calculate handles for key added (it does them all at the end). - was doing twice the number of curve lookup's per frame as was needed. - test handles function that runs at the end was converting to ipo transformation values for no reason. - when adding new curves set them to linear interpolation.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MaterialBucket.cpp')
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