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authorMitchell Stokes <mogurijin@gmail.com>2013-04-05 05:28:38 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-04-05 05:28:38 +0400
commit6297eb7da71eb2adfb59d9d949f530fc2b2a6287 (patch)
tree13d65f6729228495963f5ebb48776d24ce39123e /source/gameengine/Rasterizer/RAS_TexVert.h
parent3ad13869fe2d96d9ca846a4ca7318c2e368e505b (diff)
BGE: Cleaning up the VBO code to use RAS_TexVert more directly instead of copying out pieces. This also gets rid of MapBuffers, which isn't available in OpenGL ES. Scenes that require constant VBO updates (like my skeletal mesh stress test) are now 10~13% faster.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_TexVert.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_TexVert.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/gameengine/Rasterizer/RAS_TexVert.h b/source/gameengine/Rasterizer/RAS_TexVert.h
index a91d2c7f848..8d08549d97e 100644
--- a/source/gameengine/Rasterizer/RAS_TexVert.h
+++ b/source/gameengine/Rasterizer/RAS_TexVert.h
@@ -56,9 +56,10 @@ class RAS_TexVert
short m_softBodyIndex; //2
unsigned int m_unit; // 4
unsigned int m_origindex; // 4
+ char m_padding[8]; // 8
//---------
- // 120
- // 32 bytes total size, fits nice = 120 = not fit nice.
+ // 128
+ // 32 bytes alignment improves performance on ATI cards.
public:
enum {