diff options
Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_Scene.cpp | 17 |
1 files changed, 0 insertions, 17 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index 20151832f0a..d8f983b2d86 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -1531,9 +1531,6 @@ void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer); } } - - // Now that we know visible meshes, update LoDs - UpdateObjectLods(); } // logic stuff @@ -1642,20 +1639,6 @@ static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(t void KX_Scene::UpdateAnimations(double curtime) { - KX_KetsjiEngine *engine = KX_GetActiveEngine(); - - if (engine->GetRestrictAnimationFPS()) - { - // Handle the animations independently of the logic time step - double anim_timestep = 1.0 / GetAnimationFPS(); - if (curtime - m_previousAnimTime < anim_timestep) - return; - - // Sanity/debug print to make sure we're actually going at the fps we want (should be close to anim_timestep) - // printf("Anim fps: %f\n", 1.0/(m_clockTime - m_previousAnimTime)); - m_previousAnimTime = curtime; - } - TaskPool *pool = BLI_task_pool_create(KX_GetActiveEngine()->GetTaskScheduler(), &curtime); for (int i=0; i<m_animatedlist->GetCount(); ++i) { |