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author | Campbell Barton <ideasman42@gmail.com> | 2009-05-19 09:07:52 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-05-19 09:07:52 +0400 |
commit | def33757e303255bfd9c17eb716a02d49df58062 (patch) | |
tree | 604fb7d842a9df18ffd9d55ea8c85318472d5f33 /source/gameengine/Rasterizer/RAS_MaterialBucket.cpp | |
parent | 2ac81cc7ad83135b00e2e44103f69515a751bafd (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')
0 files changed, 0 insertions, 0 deletions