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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-05-16 16:56:36 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-05-16 16:56:36 +0400
commit9827bf0cd7c94273e147caae6bb254cf70aed221 (patch)
treec9aee2bfa0bc3125b3afebcbee2aab1802c2aef9 /source/gameengine/Rasterizer
parent9d147f52fdd895cd02b6b076393a1fa2cd7f0aa6 (diff)
Up the maximum triangles in a bucket.
GPUs can do more now.
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h
index 5e823621588..335e9784553 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.h
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.h
@@ -120,8 +120,8 @@ inline bool operator <( const RAS_MatArrayIndex& rhs,const RAS_MatArrayIndex& l
class RAS_MeshObject
{
- enum { BUCKET_MAX_INDICES = 2048 };//2048};//8192};
- enum { BUCKET_MAX_TRIANGLES = 1024 };
+ enum { BUCKET_MAX_INDICES = 16384 };//2048};//8192};
+ enum { BUCKET_MAX_TRIANGLES = 4096 };
// GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS;
//vector<class RAS_IPolyMaterial*,KX_ArrayOptimizer> m_vertexArrays;