blender/source/gameengine/GameLogic
Benoit Bolsee b20f6e27ff Commit patch #8724:
This patch modifies the BL_ConvertMesh method from the data conversion module in order to reduce the number of polygon
material objects that are created.

Normally, there should be only one material object for each material bucket(the group of meshes that are rendered together
with a single material). However, the number of materials that are created right now in the converter is much higher
and eats a lot of memory in scenes with large polygon counts. This patch deletes those material objects(KX_BlenderMaterial)
that are used only temporarily in the converter(and are now deleted only when the converter is destroyed, at the end
of the game).

For a cube that's subdivided 7 times(90+ k polygons) I get 200 MB usage in the game engine in 2.45 and 44 MB with a
svn build with this patch applied if the "Use Blender Materials" option is activated in the Game menu.
2008-03-23 23:12:40 +00:00
..
Joystick More simple fixes to cleanup warnings and what not: 2006-01-30 19:59:33 +00:00
CMakeLists.txt 2d-Filters feature and actuators. 2007-10-22 20:24:26 +00:00
Makefile Added missing include dir so it builds again. 2008-02-04 15:52:47 +00:00
SCA_2DFilterActuator.cpp bugfix 8183, Ray sensor with material/property filter always triggers when hitting object without the required characteristic fixed by Benoit Blosee(ben2610), and some minor changes for 2d-filters. 2008-02-04 03:48:46 +00:00
SCA_2DFilterActuator.h bugfix 8183, Ray sensor with material/property filter always triggers when hitting object without the required characteristic fixed by Benoit Blosee(ben2610), and some minor changes for 2d-filters. 2008-02-04 03:48:46 +00:00
SCA_AlwaysEventManager.cpp Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_AlwaysEventManager.h Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_AlwaysSensor.cpp Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
SCA_AlwaysSensor.h Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
SCA_ANDController.cpp Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
SCA_ANDController.h Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
SCA_EventManager.cpp Added #include <assert.h> so it compiles where assert() was used. 2004-10-16 18:13:00 +00:00
SCA_EventManager.h Added Joystick sensor (from snailrose) 2005-01-23 01:36:29 +00:00
SCA_ExpressionController.cpp Last of the config.h mods... 2002-11-25 15:29:57 +00:00
SCA_ExpressionController.h Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
SCA_IActuator.cpp Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_IActuator.h Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_IController.cpp Last of the config.h mods... 2002-11-25 15:29:57 +00:00
SCA_IController.h Removed the config.h thing from the .h's in the source dir. 2002-12-27 13:11:01 +00:00
SCA_IInputDevice.cpp The non scons specific stuff for bug tracker bug #2131 2005-01-18 14:17:44 +00:00
SCA_IInputDevice.h Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_ILogicBrick.cpp Minor Fixes: 2004-06-26 09:15:41 +00:00
SCA_ILogicBrick.h Miscellaneous Fixes: 2004-06-04 03:00:13 +00:00
SCA_IObject.cpp Various mem leaks related to CValue reference count fixed 2008-03-01 19:46:50 +00:00
SCA_IObject.h - Charlie provided a work-around for some armature related crashes 2006-05-11 17:58:23 +00:00
SCA_IScene.cpp Last of the config.h mods... 2002-11-25 15:29:57 +00:00
SCA_IScene.h -added basic support for GameActuator 'load game', relative paths were broken, just load file into memory and load blend from memory. 2006-05-22 21:03:43 +00:00
SCA_ISensor.cpp patch 8235 8218 8211 added: various gameengine improvements, fixed windows project files 2008-02-15 23:12:03 +00:00
SCA_ISensor.h unknown property fixed in sensor/actuators 2008-03-01 19:05:41 +00:00
SCA_JoystickManager.cpp Big patches: 2005-03-25 10:33:39 +00:00
SCA_JoystickManager.h Big patches: 2005-03-25 10:33:39 +00:00
SCA_JoystickSensor.cpp Big patches: 2005-03-25 10:33:39 +00:00
SCA_JoystickSensor.h Added Joystick sensor (from snailrose) 2005-01-23 01:36:29 +00:00
SCA_KeyboardManager.cpp The non scons specific stuff for bug tracker bug #2131 2005-01-18 14:17:44 +00:00
SCA_KeyboardManager.h Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_KeyboardSensor.cpp Commit patch #8724: 2008-03-23 23:12:40 +00:00
SCA_KeyboardSensor.h Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
SCA_LogicManager.cpp Various mem leaks related to CValue reference count fixed 2008-03-01 19:46:50 +00:00
SCA_LogicManager.h Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan. 2006-01-06 03:46:54 +00:00
SCA_MouseManager.cpp Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_MouseManager.h Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_MouseSensor.cpp Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
SCA_MouseSensor.h Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
SCA_ORController.cpp Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
SCA_ORController.h Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
SCA_PropertyActuator.cpp BGE correction: AddRef() on source object of property actuator to protect against crash if the source object is deleted (bad game design anyway) 2008-03-22 14:47:42 +00:00
SCA_PropertyActuator.h Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_PropertyEventManager.cpp Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_PropertyEventManager.h Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_PropertySensor.cpp unknown property fixed in sensor/actuators 2008-03-01 19:05:41 +00:00
SCA_PropertySensor.h unknown property fixed in sensor/actuators 2008-03-01 19:05:41 +00:00
SCA_PythonController.cpp GamePython related: changed ordering of python destruction, and reverted some python changes (it caused problems) 2006-05-14 03:39:07 +00:00
SCA_PythonController.h GamePython related: changed ordering of python destruction, and reverted some python changes (it caused problems) 2006-05-14 03:39:07 +00:00
SCA_RandomActuator.cpp unknown property fixed in sensor/actuators 2008-03-01 19:05:41 +00:00
SCA_RandomActuator.h Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_RandomEventManager.cpp Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_RandomEventManager.h Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_RandomNumberGenerator.cpp big warning hunt commit 2005-03-09 19:45:59 +00:00
SCA_RandomNumberGenerator.h Removed the config.h thing from the .h's in the source dir. 2002-12-27 13:11:01 +00:00
SCA_RandomSensor.cpp random sensor fixed (patch 8414) 2008-03-01 18:46:23 +00:00
SCA_RandomSensor.h random sensor fixed (patch 8414) 2008-03-01 18:46:23 +00:00
SCA_TimeEventManager.cpp Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SCA_TimeEventManager.h Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. 2004-10-16 11:41:50 +00:00
SConscript 2d-Filters feature and actuators. 2007-10-22 20:24:26 +00:00