BGE UI: removing "use_occlusion_culling" from the ui
authorDalai Felinto <dfelinto@gmail.com>
Sun, 27 Jan 2013 19:57:47 +0000 (19:57 +0000)
committerDalai Felinto <dfelinto@gmail.com>
Sun, 27 Jan 2013 19:57:47 +0000 (19:57 +0000)
(and marking rna as deprecated)

I talked with Benoit Bolsee and Mitchell Stokes and they both agreed that
the feature should be removed.

In case someone was actually using it the rna is still available. But next
release we remove both the rna, the DNA and the flag in the code.

I did a simple benchmark with tons of cubes, and the DBVT culling (use_occlusion_culling=True)
always perform better than when it's off. Even when no occluder objects are in the scene.

release/scripts/startup/bl_ui/properties_game.py
source/blender/makesrna/intern/rna_scene.c

index a896855b217e23cb0c6b741a4ae0318e621559a5..1f05c8eea5aac98af7b463d55b2c1f56c8572270 100644 (file)
@@ -621,7 +621,9 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
 
         layout.prop(gs, "physics_engine")
         if gs.physics_engine != 'NONE':
 
         layout.prop(gs, "physics_engine")
         if gs.physics_engine != 'NONE':
-            layout.prop(gs, "physics_gravity", text="Gravity")
+            col = layout.column()
+            col.prop(gs, "physics_gravity", text="Gravity")
+            col.prop(gs, "occlusion_culling_resolution", text="Culling Resolution")
 
             split = layout.split()
 
 
             split = layout.split()
 
@@ -644,12 +646,6 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
             sub = col.row()
             sub.prop(gs, "deactivation_time", text="Time")
 
             sub = col.row()
             sub.prop(gs, "deactivation_time", text="Time")
 
-            col = layout.column()
-            col.prop(gs, "use_occlusion_culling", text="Occlusion Culling")
-            sub = col.column()
-            sub.active = gs.use_occlusion_culling
-            sub.prop(gs, "occlusion_culling_resolution", text="Resolution")
-
         else:
             split = layout.split()
 
         else:
             split = layout.split()
 
index 0f366d27a93cc84d36392aa8c7154f99f3045afd..d8bc3d655f7306dd68200b4a5944edae32bcf5ec 100644 (file)
@@ -2686,10 +2686,12 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
        RNA_def_property_update(prop, NC_SCENE, NULL);
 
        /* mode */
        RNA_def_property_update(prop, NC_SCENE, NULL);
 
        /* mode */
+       /* not used  *//* deprecated !!!!!!!!!!!!! */
        prop = RNA_def_property(srna, "use_occlusion_culling", PROP_BOOLEAN, PROP_NONE);
        RNA_def_property_boolean_sdna(prop, NULL, "mode", WO_DBVT_CULLING);
        prop = RNA_def_property(srna, "use_occlusion_culling", PROP_BOOLEAN, PROP_NONE);
        RNA_def_property_boolean_sdna(prop, NULL, "mode", WO_DBVT_CULLING);
-       RNA_def_property_ui_text(prop, "DBVT culling",
-                                "Use optimized Bullet DBVT tree for view frustum and occlusion culling");
+       RNA_def_property_ui_text(prop, "DBVT Culling",
+                                "Use optimized Bullet DBVT tree for view frustum and occlusion culling "
+                                "(more efficient, but it can waste unecessary CPU if the scene doesn't have Occluder objects");
        
        /* not used  *//* deprecated !!!!!!!!!!!!! */
        prop = RNA_def_property(srna, "use_activity_culling", PROP_BOOLEAN, PROP_NONE);
        
        /* not used  *//* deprecated !!!!!!!!!!!!! */
        prop = RNA_def_property(srna, "use_activity_culling", PROP_BOOLEAN, PROP_NONE);