From 38fa819cbd5d8b61d9ebd1e8677a1d52232b2a8d Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Sat, 14 Jun 2008 23:51:01 +0000 Subject: Apricot Branch: Some optimizations to decrease game engine startup time: * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes. * Share GLSL shaders with the game engine so they don't have to be recompiled. This required changes to the rasterization in the game engine to add an option to use attributes instead of texture coordinates. * Some small optimizations in bullet BVH building, though could be improved more, since it takes about 50% of startup time still in my test .blend. --- source/blender/src/drawobject.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/src/drawobject.c') diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c index fbc00ce1f8b..9c7f08c971b 100644 --- a/source/blender/src/drawobject.c +++ b/source/blender/src/drawobject.c @@ -188,7 +188,7 @@ int set_gl_material_attribs(int nr, GPUVertexAttribs *attribs) if(mat) { if(!mat->gpumaterial) - mat->gpumaterial= GPU_material_from_blender(mat, GPU_PROFILE_DERIVEDMESH); + GPU_material_from_blender(mat, GPU_PROFILE_DERIVEDMESH); if(mat->gpumaterial) { GPU_material_vertex_attributes(mat->gpumaterial, attribs); -- cgit v1.2.3