blender/source/gameengine/Rasterizer
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
..
RAS_OpenGLFilters merging game_engine branch changes into trunk, 2d-filters and opengl speedup 2008-02-04 02:33:27 +00:00
RAS_OpenGLRasterizer BGE memleak fix: OpenGL Display Lists not deleted when switching scene 2008-03-09 22:02:32 +00:00
CMakeLists.txt CMake lists initial submission. Documentationand further verification for different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on. 2006-11-17 02:27:12 +00:00
Makefile after much suffering, got GE build and work almost cleanly on Os X 2006-01-16 22:27:30 +00:00
RAS_2DFilterManager.cpp * remove constness. 2008-02-10 20:41:59 +00:00
RAS_2DFilterManager.h merging game_engine branch changes into trunk, 2d-filters and opengl speedup 2008-02-04 02:33:27 +00:00
RAS_BucketManager.cpp Commit patch #8724: 2008-03-23 23:12:40 +00:00
RAS_BucketManager.h Commit patch #8724: 2008-03-23 23:12:40 +00:00
RAS_CameraData.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
RAS_Deformer.h Removed the config.h thing from the .h's in the source dir. 2002-12-27 13:11:01 +00:00
RAS_FramingManager.cpp More warning cleanups... 2005-01-03 18:05:24 +00:00
RAS_FramingManager.h Removed the config.h thing from the .h's in the source dir. 2002-12-27 13:11:01 +00:00
RAS_ICanvas.h Removed the config.h thing from the .h's in the source dir. 2002-12-27 13:11:01 +00:00
RAS_IPolygonMaterial.cpp 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
RAS_IPolygonMaterial.h applied Charlies patch, reverted some GLSL shader stuff, improved penetration depth estimate. 2006-04-11 05:57:30 +00:00
RAS_IRasterizer.h GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine. 2007-09-29 18:51:01 +00:00
RAS_IRenderTools.cpp Last of the config.h mods... 2002-11-25 15:29:57 +00:00
RAS_IRenderTools.h 2d Filters updated, now you can use custom filter and write your own GLSL shader program to filter rendering result. 2007-11-06 12:16:12 +00:00
RAS_LightObject.h Lighting updates: 2004-06-07 11:01:31 +00:00
RAS_MaterialBucket.cpp BGE memleak fix: OpenGL Display Lists not deleted when switching scene 2008-03-09 22:02:32 +00:00
RAS_MaterialBucket.h BGE memleak fix: OpenGL Display Lists not deleted when switching scene 2008-03-09 22:02:32 +00:00
RAS_MeshObject.cpp BGE memleak fix: OpenGL Display Lists not deleted when switching scene 2008-03-09 22:02:32 +00:00
RAS_MeshObject.h patch by Charlie, related to recent changes of multi-uv/lightmap generation. This fix makes it possible to use lightmaps in the game engine. 2007-01-07 04:39:39 +00:00
RAS_ObjectColor.h Removed the config.h thing from the .h's in the source dir. 2002-12-27 13:11:01 +00:00
RAS_Polygon.cpp - prepared for automatic game physics -> animation (ipo) conversion (this allows to use bullet for animation) 2005-08-22 15:47:56 +00:00
RAS_Polygon.h Port a few rasterizer changes from tuhopuu2: 2004-07-17 05:23:17 +00:00
RAS_Rect.h Removed the config.h thing from the .h's in the source dir. 2002-12-27 13:11:01 +00:00
RAS_texmatrix.cpp Last of the config.h mods... 2002-11-25 15:29:57 +00:00
RAS_TexMatrix.h Removed the config.h thing from the .h's in the source dir. 2002-12-27 13:11:01 +00:00
RAS_TexVert.cpp patch by Charlie, related to recent changes of multi-uv/lightmap generation. This fix makes it possible to use lightmaps in the game engine. 2007-01-07 04:39:39 +00:00
RAS_TexVert.h patch by Charlie, related to recent changes of multi-uv/lightmap generation. This fix makes it possible to use lightmaps in the game engine. 2007-01-07 04:39:39 +00:00
SConscript This commit fixes up a bunch of svn properties to hopefully make things a little nicer for everyone. 2007-08-28 10:07:08 +00:00