[Bf-blender-cvs] [11e4558] master: BGE: Fix animations when using VBOs
Mitchell Stokes
noreply at git.blender.org
Fri Mar 11 04:45:24 CET 2016
Commit: 11e4558313f73dc6837851c13959964548c4e61a
Author: Mitchell Stokes
Date: Wed Mar 9 20:44:14 2016 -0800
Branches: master
https://developer.blender.org/rB11e4558313f73dc6837851c13959964548c4e61a
BGE: Fix animations when using VBOs
===================================================================
M source/gameengine/Converter/BL_SkinDeformer.cpp
===================================================================
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index 950c1dc..68da99f 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -153,7 +153,10 @@ void BL_SkinDeformer::Relink(CTR_Map<class CTR_HashedPtr, void*>*map)
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
{
// We do everything in UpdateInternal() now so we can thread it.
- return false;
+ // All that is left is telling the rasterizer if we've changed the mesh
+ bool retval = !m_poseApplied;
+ m_poseApplied = true;
+ return retval;
}
RAS_Deformer *BL_SkinDeformer::GetReplica()
@@ -359,6 +362,8 @@ bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
UpdateTransverts();
+ m_poseApplied = false;
+
/* indicate that the m_transverts and normals are up to date */
return true;
}
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