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
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@@ -3561,7 +3561,7 @@ static int Object_setRBMass( BPy_Object * self, PyObject * args )
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/* this is too low level, possible to add helper methods */
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#define GAMEFLAG_MASK ( OB_COLLISION | OB_DYNAMIC | OB_CHILD | OB_ACTOR | OB_DO_FH | \
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#define GAMEFLAG_MASK ( OB_OCCLUDER | OB_COLLISION | OB_DYNAMIC | OB_CHILD | OB_ACTOR | OB_DO_FH | \
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OB_ROT_FH | OB_ANISOTROPIC_FRICTION | OB_GHOST | OB_RIGID_BODY | OB_SOFT_BODY | \
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OB_BOUNDS | OB_COLLISION_RESPONSE | OB_SECTOR | OB_PROP | \
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OB_MAINACTOR )
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@@ -5542,6 +5542,7 @@ static PyObject *M_Object_RBFlagsDict( void )
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if( M ) {
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BPy_constant *d = ( BPy_constant * ) M;
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PyConstant_Insert( d, "OCCLUDER", PyInt_FromLong( OB_OCCLUDER ) );
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PyConstant_Insert( d, "COLLISION", PyInt_FromLong( OB_COLLISION ) );
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PyConstant_Insert( d, "DYNAMIC", PyInt_FromLong( OB_DYNAMIC ) );
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PyConstant_Insert( d, "CHILD", PyInt_FromLong( OB_CHILD ) );
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