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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@@ -249,7 +249,7 @@ void ImageRender::Render()
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// restore the stereo mode now that the matrix is computed
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m_rasterizer->SetStereoMode(stereomode);
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// do not update the mesh, we don't want to do it more than once per frame
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// do not update the mesh transform, we don't want to do it more than once per frame
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//m_scene->UpdateMeshTransformations();
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m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);
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