From f004c36e41023b8a4ffa386226589b19c92eb971 Mon Sep 17 00:00:00 2001 From: Benoit Bolsee Date: Wed, 29 Apr 2009 10:06:38 +0000 Subject: BGE: speed up mesh conversion by avoiding allocation/deallocation of material object on each face. The speed up is minor on optimized builds but considerable on less optimized builds, good for debugging large scene. --- source/gameengine/Ketsji/BL_Material.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'source/gameengine/Ketsji/BL_Material.cpp') diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp index 022ed71ef7b..c63b9d55306 100644 --- a/source/gameengine/Ketsji/BL_Material.cpp +++ b/source/gameengine/Ketsji/BL_Material.cpp @@ -27,6 +27,11 @@ int getNumTexChannels( Material *mat ) } BL_Material::BL_Material() +{ + Initialize(); +} + +void BL_Material::Initialize() { rgb[0] = 0; rgb[1] = 0; -- cgit v1.2.3