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.
This commit is contained in:
Benoit Bolsee
2008-03-23 23:12:40 +00:00
parent f162428bd2
commit b20f6e27ff
6 changed files with 39 additions and 19 deletions

View File

@@ -61,7 +61,7 @@ public:
RAS_IRasterizer* rasty,
class RAS_IRenderTools* rendertools);
RAS_MaterialBucket* RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material);
RAS_MaterialBucket* RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material, bool &bucketCreated);
private: