Preparation to VideoTexture: everything but the VideoTexture module itself.
Rename PHY_GetActiveScene() to KX_GetActiveScene(): more logical name Add KX_GetActiveEngine() new KX_KetsjiEngine::GetClockTime(void) to return current render frame time: if the CPU does not keep up with the frame rate, up to 5 consecutive logic frames are processed between each render frame, so that the logic system stays accurate even if the graphic system is slow. For the video texture module, it is important to stay in sync with the render frame: no need to update the texture for logic frame. BL_Texture::swapTexture(): texture id manipulation BL_Texture::getTex() : return material texture Enable video support in ffmpeg for Linux.
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@@ -1461,16 +1461,21 @@ PyObject* initMathutils()
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return Mathutils_Init("Mathutils"); // Use as a top level module in BGE
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}
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void PHY_SetActiveScene(class KX_Scene* scene)
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void KX_SetActiveScene(class KX_Scene* scene)
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{
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gp_KetsjiScene = scene;
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}
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class KX_Scene* PHY_GetActiveScene()
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class KX_Scene* KX_GetActiveScene()
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{
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return gp_KetsjiScene;
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}
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class KX_KetsjiEngine* KX_GetActiveEngine()
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{
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return gp_KetsjiEngine;
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}
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// utility function for loading and saving the globalDict
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int saveGamePythonConfig( char **marshal_buffer)
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{
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