no need to store the physics env in each KX_GameObject
This commit is contained in:
@@ -126,10 +126,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
|
||||
RAS_MaterialBucket* bucket = *bit;
|
||||
RAS_MeshSlot* ms;
|
||||
// remove the mesh slot form the list, it culls them automatically for next frame
|
||||
for(ms = bucket->GetNextActiveMeshSlot();
|
||||
ms!= NULL;
|
||||
ms = bucket->GetNextActiveMeshSlot())
|
||||
{
|
||||
while((ms = bucket->GetNextActiveMeshSlot())) {
|
||||
slots[i++].set(ms, bucket, pnorm);
|
||||
}
|
||||
}
|
||||
@@ -179,9 +176,7 @@ void RAS_BucketManager::RenderSolidBuckets(
|
||||
RAS_MaterialBucket* bucket = *bit;
|
||||
RAS_MeshSlot* ms;
|
||||
// remove the mesh slot form the list, it culls them automatically for next frame
|
||||
for(ms = bucket->GetNextActiveMeshSlot();
|
||||
ms!= NULL;
|
||||
ms = bucket->GetNextActiveMeshSlot())
|
||||
while((ms = bucket->GetNextActiveMeshSlot()))
|
||||
{
|
||||
rendertools->SetClientObject(rasty, ms->m_clientObj);
|
||||
while (bucket->ActivateMaterial(cameratrans, rasty, rendertools))
|
||||
|
Reference in New Issue
Block a user