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Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp17
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) {