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authorCampbell Barton <ideasman42@gmail.com>2009-04-09 13:50:17 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-04-09 13:50:17 +0400
commiteacf5b5d6d406492ba79b44f9319867230585e9b (patch)
tree15e5b8ce210f7e8d889edf3ca40b3ee2c3a05904 /source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
parentba4ad93eada475e607831ce17883d04d1575bc32 (diff)
BGE Text
- multi-line strings for bitmap text - keyboard sensor now logs return and pad enter as "\n" BGE std::vector use in Value.cpp and RAS_MaterialBucket.cpp The size of a new list is known before making them, reduce re-allocs, though probably not a noticeable speedup.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MaterialBucket.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 20a8e9c3574..69f73c2ee25 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -330,6 +330,9 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance)
for(begin(mit); !end(mit); next(mit))
for(i=mit.startvertex; i<mit.endvertex; i++)
mit.vertex[i].Transform(transform, ntransform);
+
+ /* We know we'll need a list at least this big, reserve in advance */
+ target->m_displayArrays.reserve(target->m_displayArrays.size() + m_displayArrays.size());
for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
target->m_displayArrays.push_back(*it);