From b9abe6211f258c6f6f967ba2502f92cdc37867c9 Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Mon, 6 Jun 2011 23:35:24 +0000 Subject: BGE Animations: Removing some redundant pose copies from BL_Action. --- source/gameengine/Ketsji/BL_Action.cpp | 27 --------------------------- 1 file changed, 27 deletions(-) (limited to 'source/gameengine/Ketsji/BL_Action.cpp') diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp index 77cb5de1398..512aa962b05 100644 --- a/source/gameengine/Ketsji/BL_Action.cpp +++ b/source/gameengine/Ketsji/BL_Action.cpp @@ -187,14 +187,9 @@ void BL_Action::Update(float curtime) if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE) { - bPose* prev_pose = NULL; BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj; obj->GetPose(&m_pose); - // Save the old pose if we need to do some layer blending - if (m_blendmode != ACT_BLEND_NONE) - obj->GetMRDPose(&prev_pose); - // Extract the pose from the action { struct PointerRNA id_ptr; @@ -208,17 +203,6 @@ void BL_Action::Update(float curtime) arm->pose = temp; } - // Handle blending between layers - switch(m_blendmode) - { - case ACT_BLEND_MIX: - game_blend_poses(m_pose, prev_pose, 0.5f); - break; - case ACT_BLEND_NONE: - default: - break; - } - // Handle blending between actions if (m_blendin && m_blendframem_blendin) m_blendframe = m_blendin; } - else - { - if (m_blendpose) - { - game_free_pose(m_blendpose); - m_blendpose = NULL; - } - } obj->SetPose(m_pose); obj->SetActiveAction(NULL, 0, curtime); - - if (prev_pose) - game_free_pose(prev_pose); } else { -- cgit v1.2.3