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/Ketsji/KX_VisibilityActuator.h | 2 ++ 1 file changed, 2 insertions(+) (limited to 'source/gameengine/Ketsji/KX_VisibilityActuator.h') diff --git a/source/gameengine/Ketsji/KX_VisibilityActuator.h b/source/gameengine/Ketsji/KX_VisibilityActuator.h index fca37500915..4269258f862 100644 --- a/source/gameengine/Ketsji/KX_VisibilityActuator.h +++ b/source/gameengine/Ketsji/KX_VisibilityActuator.h @@ -39,6 +39,7 @@ class KX_VisibilityActuator : public SCA_IActuator /** Make visible? */ bool m_visible; + bool m_occlusion; bool m_recursive; public: @@ -46,6 +47,7 @@ class KX_VisibilityActuator : public SCA_IActuator KX_VisibilityActuator( SCA_IObject* gameobj, bool visible, + bool occlusion, bool recursive, PyTypeObject* T=&Type ); -- cgit v1.2.3