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authorBenoit Bolsee <benoit.bolsee@online.be>2009-04-14 00:08:33 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-04-14 00:08:33 +0400
commit0b8661ab4da1a7cfbc756640649a2d07bb36cc64 (patch)
tree6d171db30ddcba3d379dea04b2da9449203419a6 /source/gameengine/VideoTexture
parent6f12e584a97f664c654ddfbe5f721d2a7be3d491 (diff)
BGE: Occlusion culling and other performance improvements.
Added occlusion culling capability in the BGE. More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement MSVC, scons, cmake, Makefile updated. Other minor performance improvements: - The rasterizer was computing the openGL model matrix of the objects too many times - DBVT view frustrum culling was not properly culling behind the near plane: Large objects behind the camera were sent to the GPU - Remove all references to mesh split/join feature as it is not yet functional
Diffstat (limited to 'source/gameengine/VideoTexture')
-rw-r--r--source/gameengine/VideoTexture/ImageRender.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp
index 58697ed3cc7..6ef62f64d3f 100644
--- a/source/gameengine/VideoTexture/ImageRender.cpp
+++ b/source/gameengine/VideoTexture/ImageRender.cpp
@@ -249,7 +249,7 @@ void ImageRender::Render()
// restore the stereo mode now that the matrix is computed
m_rasterizer->SetStereoMode(stereomode);
- // do not update the mesh, we don't want to do it more than once per frame
+ // do not update the mesh transform, we don't want to do it more than once per frame
//m_scene->UpdateMeshTransformations();
m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);