Browse Source

Fixing how active bones is computed

David Catuhe 10 years ago
parent
commit
8e073ddc91
4 changed files with 20 additions and 20 deletions
  1. 5 5
      Babylon/babylon.scene.js
  2. 9 9
      Babylon/babylon.scene.ts
  3. 5 5
      babylon.2.1-alpha.debug.js
  4. 1 1
      babylon.2.1-alpha.js

+ 5 - 5
Babylon/babylon.scene.js

@@ -905,11 +905,6 @@ var BABYLON;
             this._evaluateActiveMeshes();
             this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
             BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
-            for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
-                var skeleton = this._activeSkeletons.data[skeletonIndex];
-                skeleton.prepare();
-                this._activeBones += skeleton.bones.length;
-            }
             // Render targets
             var beforeRenderTargetDate = BABYLON.Tools.Now;
             if (this.renderTargetsEnabled) {
@@ -1060,6 +1055,11 @@ var BABYLON;
                 this._physicsEngine._runOneStep(deltaTime / 1000.0);
                 BABYLON.Tools.EndPerformanceCounter("Physics");
             }
+            for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
+                var skeleton = this._activeSkeletons.data[skeletonIndex];
+                skeleton.prepare();
+                this._activeBones += skeleton.bones.length;
+            }
             // Customs render targets
             var beforeRenderTargetDate = BABYLON.Tools.Now;
             var engine = this.getEngine();

+ 9 - 9
Babylon/babylon.scene.ts

@@ -1171,15 +1171,6 @@
             this._evaluateActiveMeshesDuration += Tools.Now - beforeEvaluateActiveMeshesDate;
             Tools.EndPerformanceCounter("Active meshes evaluation");
 
-            // Skeletons
-            for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
-                var skeleton = this._activeSkeletons.data[skeletonIndex];
-
-                skeleton.prepare();
-
-                this._activeBones += skeleton.bones.length;
-            }
-
             // Render targets
             var beforeRenderTargetDate = Tools.Now;
             if (this.renderTargetsEnabled) {
@@ -1361,6 +1352,15 @@
                 Tools.EndPerformanceCounter("Physics");
             }
 
+            // Skeletons
+            for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
+                var skeleton = this._activeSkeletons.data[skeletonIndex];
+
+                skeleton.prepare();
+
+                this._activeBones += skeleton.bones.length;
+            }
+
             // Customs render targets
             var beforeRenderTargetDate = Tools.Now;
             var engine = this.getEngine();

+ 5 - 5
babylon.2.1-alpha.debug.js

@@ -8431,11 +8431,6 @@ var BABYLON;
             this._evaluateActiveMeshes();
             this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
             BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
-            for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
-                var skeleton = this._activeSkeletons.data[skeletonIndex];
-                skeleton.prepare();
-                this._activeBones += skeleton.bones.length;
-            }
             // Render targets
             var beforeRenderTargetDate = BABYLON.Tools.Now;
             if (this.renderTargetsEnabled) {
@@ -8586,6 +8581,11 @@ var BABYLON;
                 this._physicsEngine._runOneStep(deltaTime / 1000.0);
                 BABYLON.Tools.EndPerformanceCounter("Physics");
             }
+            for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
+                var skeleton = this._activeSkeletons.data[skeletonIndex];
+                skeleton.prepare();
+                this._activeBones += skeleton.bones.length;
+            }
             // Customs render targets
             var beforeRenderTargetDate = BABYLON.Tools.Now;
             var engine = this.getEngine();

File diff suppressed because it is too large
+ 1 - 1
babylon.2.1-alpha.js