BGE: speed up mesh conversion by avoiding allocation/deallocation of material object...
authorBenoit Bolsee <benoit.bolsee@online.be>
Wed, 29 Apr 2009 10:06:38 +0000 (10:06 +0000)
committerBenoit Bolsee <benoit.bolsee@online.be>
Wed, 29 Apr 2009 10:06:38 +0000 (10:06 +0000)
commitf004c36e41023b8a4ffa386226589b19c92eb971
tree17921d31c7d6587c2c03861ec4f9edaa21b1707b
parent2d78dcfb610381a5056eed5f59dd57aa50e444c3
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/Converter/BL_BlenderDataConversion.cpp
source/gameengine/Ketsji/BL_Material.cpp
source/gameengine/Ketsji/BL_Material.h
source/gameengine/Ketsji/KX_BlenderMaterial.cpp
source/gameengine/Ketsji/KX_BlenderMaterial.h
source/gameengine/Ketsji/KX_PolygonMaterial.cpp
source/gameengine/Ketsji/KX_PolygonMaterial.h
source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
source/gameengine/Rasterizer/RAS_IPolygonMaterial.h