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c2d836c6c4
We skip this during node path iterations. this is not a node we are interested in. We avoid allocating a new mGeomToSkelMatrix per frame and avoid a ref_ptr associated with its update. We speed up a search for the Skeleton node by adding a continue; condition prior to an expensive dynamic_cast. |
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.. | ||
actorutil.cpp | ||
actorutil.hpp | ||
agentpath.cpp | ||
agentpath.hpp | ||
attach.cpp | ||
attach.hpp | ||
clone.cpp | ||
clone.hpp | ||
controller.cpp | ||
controller.hpp | ||
detourdebugdraw.cpp | ||
detourdebugdraw.hpp | ||
keyframe.hpp | ||
lightcontroller.cpp | ||
lightcontroller.hpp | ||
lightmanager.cpp | ||
lightmanager.hpp | ||
lightutil.cpp | ||
lightutil.hpp | ||
morphgeometry.cpp | ||
morphgeometry.hpp | ||
mwshadowtechnique.cpp | ||
mwshadowtechnique.hpp | ||
navmesh.cpp | ||
navmesh.hpp | ||
nodecallback.hpp | ||
optimizer.cpp | ||
optimizer.hpp | ||
osgacontroller.cpp | ||
osgacontroller.hpp | ||
pathgridutil.cpp | ||
pathgridutil.hpp | ||
positionattitudetransform.cpp | ||
positionattitudetransform.hpp | ||
recastmesh.cpp | ||
recastmesh.hpp | ||
riggeometry.cpp | ||
riggeometry.hpp | ||
rtt.cpp | ||
rtt.hpp | ||
screencapture.cpp | ||
screencapture.hpp | ||
serialize.cpp | ||
serialize.hpp | ||
shadow.cpp | ||
shadow.hpp | ||
shadowsbin.cpp | ||
shadowsbin.hpp | ||
skeleton.cpp | ||
skeleton.hpp | ||
statesetupdater.cpp | ||
statesetupdater.hpp | ||
textkeymap.hpp | ||
unrefqueue.cpp | ||
unrefqueue.hpp | ||
util.cpp | ||
util.hpp | ||
visitor.cpp | ||
visitor.hpp | ||
waterutil.cpp | ||
waterutil.hpp | ||
workqueue.cpp | ||
workqueue.hpp | ||
writescene.cpp | ||
writescene.hpp |