no need to store the physics env in each KX_GameObject

This commit is contained in:
Campbell Barton
2009-08-04 05:14:10 +00:00
parent d595f6f203
commit 856dba000b
5 changed files with 7 additions and 30 deletions

View File

@@ -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))