Fix T40344: Levels of Detail not smooth with Armature Modifier

Due to skinning changes for multi-threaded animations, the LOD check was
being done after skinning. Now the LOD check is run before animations.
This means the culling information is a frame old, but this should be
fine.
This commit is contained in:
Mitchell Stokes 2014-05-27 12:52:56 -07:00
parent 517094a697
commit f469185f25
Notes: blender-bot 2023-02-14 10:35:28 +01:00
Referenced by issue #40344, Levels of Detail not smooth with Armature Modifier
2 changed files with 3 additions and 6 deletions

View File

@ -2045,8 +2045,5 @@ void KX_Dome::RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i)
scene->CalculateVisibleMeshes(m_rasterizer,cam);
scene->RenderBuckets(camtrans, m_rasterizer);
// update levels of detail
scene->UpdateObjectLods();
}

View File

@ -686,6 +686,9 @@ bool KX_KetsjiEngine::NextFrame()
SG_SetActiveStage(SG_STAGE_ACTUATOR_UPDATE);
scene->UpdateParents(m_frameTime);
// update levels of detail
scene->UpdateObjectLods();
if (!GetRestrictAnimationFPS())
{
m_logger->StartLog(tc_animations, m_kxsystem->GetTimeInSeconds(), true);
@ -1316,9 +1319,6 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
scene->CalculateVisibleMeshes(m_rasterizer,cam);
// update levels of detail
scene->UpdateObjectLods();
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_RENDER);