
Added occlusion culling capability in the BGE. More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement MSVC, scons, cmake, Makefile updated. Other minor performance improvements: - The rasterizer was computing the openGL model matrix of the objects too many times - DBVT view frustrum culling was not properly culling behind the near plane: Large objects behind the camera were sent to the GPU - Remove all references to mesh split/join feature as it is not yet functional
28 lines
847 B
Python
28 lines
847 B
Python
#!/usr/bin/python
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Import ('env')
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sources = 'CcdPhysicsEnvironment.cpp CcdPhysicsController.cpp CcdGraphicController.cpp'
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incs = '. ../common'
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incs += ' #source/kernel/gen_system'
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incs += ' #intern/string'
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incs += ' #intern/moto/include'
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incs += ' #extern/glew/include'
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incs += ' #source/gameengine/Rasterizer'
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incs += ' #source/gameengine/Ketsji'
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incs += ' #source/gameengine/Expressions'
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incs += ' #source/gameengine/GameLogic'
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incs += ' #source/gameengine/SceneGraph'
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incs += ' #source/blender/makesdna'
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incs += ' #intern/SoundSystem'
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incs += ' ' + env['BF_BULLET_INC']
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incs += ' ' + env['BF_PYTHON_INC']
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cxxflags = []
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if env['OURPLATFORM']=='win32-vc':
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cxxflags.append ('/GR')
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cxxflags.append ('/O2')
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env.BlenderLib ( 'bf_bullet', Split(sources), Split(incs), [], libtype=['game','player'], priority=[15,90], cxx_compileflags=cxxflags )
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