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/Rasterizer/RAS_IPolygonMaterial.h | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) (limited to 'source/gameengine/Rasterizer/RAS_IPolygonMaterial.h') diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h index dcd8b53402e..35652f528b9 100644 --- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h +++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h @@ -100,6 +100,7 @@ public: SHADOW =8192 }; + RAS_IPolyMaterial::RAS_IPolyMaterial(); RAS_IPolyMaterial(const STR_String& texname, const STR_String& matname, int materialindex, @@ -111,6 +112,17 @@ public: bool alpha, bool zsort, int lightlayer); + void Initialize(const STR_String& texname, + const STR_String& matname, + int materialindex, + int tile, + int tilexrep, + int tileyrep, + int mode, + int transp, + bool alpha, + bool zsort, + int lightlayer); virtual ~RAS_IPolyMaterial() {}; /** @@ -151,7 +163,6 @@ public: virtual void GetMaterialRGBAColor(unsigned char *rgba) const; virtual bool UsesLighting(RAS_IRasterizer *rasty) const; virtual bool UsesObjectColor() const; - /* * PreCalculate texture gen */ -- cgit v1.2.3