BGE Animations: Now animations are only updated based on the set animation speed. This offers a significant performance increase (about 2x fps in my animation stress tests) for cases such as the defaults: 60fps logic and 30fps animations. This means that animations now only have to be updated half the time. I've also added Animations as a profiling category. This is the time spent in Blender's animation code, and not in the BL_ShapeDeformer (the mesh deformation). I'd like the add the deformation too, but right now it's counted in the rasterizer, and I don't see an obviously clean way to have it counted as animation instead. I'll investigate more.
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@@ -49,6 +49,7 @@ enum SG_Stage
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SG_STAGE_CONTROLLER_UPDATE,
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SG_STAGE_ACTUATOR,
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SG_STAGE_ACTUATOR_UPDATE,
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SG_STAGE_ANIMATION_UPDATE,
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SG_STAGE_PHYSICS2,
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SG_STAGE_PHYSICS2_UPDATE,
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SG_STAGE_SCENE,
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