Remove use_display_lists option
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e03e977385
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@ -422,10 +422,8 @@ class RENDER_PT_game_system(RenderButtonsPanel, Panel):
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col = row.column()
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col.prop(gs, "use_frame_rate")
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col.prop(gs, "use_restrict_animation_updates")
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col.prop(gs, "use_material_caching")
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col = row.column()
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col.prop(gs, "use_display_lists")
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col.active = gs.raster_storage != 'VERTEX_BUFFER_OBJECT'
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col.prop(gs, "use_material_caching")
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row = layout.row()
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row.prop(gs, "vsync")
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@ -860,7 +860,7 @@ void BKE_scene_init(Scene *sce)
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sce->gm.angulardeactthreshold = 1.0f;
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sce->gm.deactivationtime = 0.0f;
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sce->gm.flag = GAME_DISPLAY_LISTS;
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sce->gm.flag = 0;
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sce->gm.matmode = GAME_MAT_MULTITEX;
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sce->gm.obstacleSimulation = OBSTSIMULATION_NONE;
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@ -1119,8 +1119,6 @@ void blo_do_versions_250(FileData *fd, Library *lib, Main *main)
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sce->gm.matmode = GAME_MAT_MULTITEX;
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else
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sce->gm.matmode = GAME_MAT_TEXFACE;
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sce->gm.flag |= GAME_DISPLAY_LISTS;
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}
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for (ob = main->object.first; ob; ob = ob->id.next) {
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@ -1350,10 +1350,6 @@ static void game_set_commmandline_options(GameData *gm)
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SYS_WriteCommandLineInt(syshandle, "blender_material", test);
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test = (gm->matmode == GAME_MAT_GLSL);
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SYS_WriteCommandLineInt(syshandle, "blender_glsl_material", test);
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test = (gm->flag & GAME_DISPLAY_LISTS);
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SYS_WriteCommandLineInt(syshandle, "displaylists", test);
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}
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}
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@ -965,7 +965,7 @@ typedef struct GameData {
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#define GAME_SHOW_DEBUG_PROPS (1 << 2)
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#define GAME_SHOW_FRAMERATE (1 << 3)
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#define GAME_SHOW_PHYSICS (1 << 4)
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#define GAME_DISPLAY_LISTS (1 << 5)
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// #define GAME_DISPLAY_LISTS (1 << 5) /* deprecated */
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#define GAME_GLSL_NO_LIGHTS (1 << 6)
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#define GAME_GLSL_NO_SHADERS (1 << 7)
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#define GAME_GLSL_NO_SHADOWS (1 << 8)
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@ -5741,11 +5741,6 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
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"Respect the frame rate from the Physics panel in the world properties "
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"rather than rendering as many frames as possible");
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prop = RNA_def_property(srna, "use_display_lists", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "flag", GAME_DISPLAY_LISTS);
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RNA_def_property_ui_text(prop, "Display Lists",
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"Use display lists to speed up rendering by keeping geometry on the GPU");
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prop = RNA_def_property(srna, "use_deprecation_warnings", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", GAME_IGNORE_DEPRECATION_WARNINGS);
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RNA_def_property_ui_text(prop, "Deprecation Warnings",
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