Blender Git Loki

Git Commits -> Revision 6f29db1

July 20, 2012, 06:34 (GMT)
When libloading, don't attempt to compile shaders until during the scene merge. This prevents the shaders from getting compiled twice (giving a speedup), and it solves the problem of trying to load shaders in a separate thread, which resulted in an error.

Commit Details:

Full Hash: 6f29db1042669edfb203d5e5b7fcf3537f0eda38
SVN Revision: 49073
Parent Commit: 954f9fb
Lines Changed: +63, -43

11 Modified Paths:

/source/gameengine/Converter/BL_BlenderDataConversion.cpp (+19, -12) (Diff)
/source/gameengine/Converter/BL_BlenderDataConversion.h (+3, -2) (Diff)
/source/gameengine/Converter/KX_BlenderSceneConverter.cpp (+8, -6) (Diff)
/source/gameengine/Converter/KX_BlenderSceneConverter.h (+2, -1) (Diff)
/source/gameengine/Converter/KX_ConvertActuators.cpp (+2, -1) (Diff)
/source/gameengine/Ketsji/KX_BlenderMaterial.cpp (+16, -5) (Diff)
/source/gameengine/Ketsji/KX_BlenderMaterial.h (+6, -11) (Diff)
/source/gameengine/Ketsji/KX_ISceneConverter.h (+2, -1) (Diff)
/source/gameengine/Ketsji/KX_KetsjiEngine.cpp (+3, -2) (Diff)
/source/gameengine/Ketsji/KX_KetsjiEngine.h (+1, -1) (Diff)
/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h (+1, -1) (Diff)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021