blender/source/gameengine/SceneGraph
2011-09-01 02:12:53 +00:00
..
CMakeLists.txt cmake maintenance 2011-05-31 01:15:44 +00:00
SConscript fix for error when changing DISBALE_PYTHON -> WITH_PYTHON, 2010-11-29 07:56:45 +00:00
SG_BBox.cpp whitespace bge edits 2011-09-01 02:12:53 +00:00
SG_BBox.h doxygen: bge scenegraph and videotexture 2011-02-22 19:30:37 +00:00
SG_Controller.cpp doxygen: gameengine/SceneGraph tagged. 2011-02-25 13:39:04 +00:00
SG_Controller.h doxygen: bge scenegraph and videotexture 2011-02-22 19:30:37 +00:00
SG_DList.h doxygen: bge scenegraph and videotexture 2011-02-22 19:30:37 +00:00
SG_IObject.cpp BGE Animation: 2011-05-28 07:15:27 +00:00
SG_IObject.h BGE Animations: Now animations are only updated based on the set animation speed. This offers a significant performance increase (about 2x fps in my animation stress tests) for cases such as the defaults: 60fps logic and 30fps animations. This means that animations now only have to be updated half the time. I've also added Animations as a profiling category. This is the time spent in Blender's animation code, and not in the BL_ShapeDeformer (the mesh deformation). I'd like the add the deformation too, but right now it's counted in the rasterizer, and I don't see an obviously clean way to have it counted as animation instead. I'll investigate more. 2011-07-14 07:03:33 +00:00
SG_Node.cpp doxygen: gameengine/SceneGraph tagged. 2011-02-25 13:39:04 +00:00
SG_Node.h doxygen: bge scenegraph and videotexture 2011-02-22 19:30:37 +00:00
SG_ParentRelation.h doxygen: gameengine/SceneGraph tagged. 2011-02-25 13:39:04 +00:00
SG_QList.h doxygen: bge scenegraph and videotexture 2011-02-22 19:30:37 +00:00
SG_Spatial.cpp whitespace bge edits 2011-09-01 02:12:53 +00:00
SG_Spatial.h doxygen: bge scenegraph and videotexture 2011-02-22 19:30:37 +00:00
SG_Tree.cpp doxygen: gameengine/SceneGraph tagged. 2011-02-25 13:39:04 +00:00
SG_Tree.h doxygen: bge scenegraph and videotexture 2011-02-22 19:30:37 +00:00