From 0b8661ab4da1a7cfbc756640649a2d07bb36cc64 Mon Sep 17 00:00:00 2001 From: Benoit Bolsee Date: Mon, 13 Apr 2009 20:08:33 +0000 Subject: 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 --- source/gameengine/Converter/KX_ConvertActuators.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp') diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index f7635856ad9..eb2d0a1c4b1 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -1008,9 +1008,10 @@ void BL_ConvertActuators(char* maggiename, bVisibilityActuator *vis_act = (bVisibilityActuator *) bact->data; KX_VisibilityActuator * tmp_vis_act = NULL; bool v = ((vis_act->flag & ACT_VISIBILITY_INVISIBLE) != 0); + bool o = ((vis_act->flag & ACT_VISIBILITY_OCCLUSION) != 0); bool recursive = ((vis_act->flag & ACT_VISIBILITY_RECURSIVE) != 0); - tmp_vis_act = new KX_VisibilityActuator(gameobj, !v, recursive); + tmp_vis_act = new KX_VisibilityActuator(gameobj, !v, o, recursive); baseact = tmp_vis_act; } -- cgit v1.2.3