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use threaded bone setup by default

pull/121/head
nillerusr 2 years ago
parent
commit
1fe1d7b419
  1. 4
      game/client/c_baseanimating.cpp

4
game/client/c_baseanimating.cpp

@ -2647,7 +2647,7 @@ CMouthInfo *C_BaseAnimating::GetMouth( void ) @@ -2647,7 +2647,7 @@ CMouthInfo *C_BaseAnimating::GetMouth( void )
#ifdef DEBUG_BONE_SETUP_THREADING
ConVar cl_warn_thread_contested_bone_setup("cl_warn_thread_contested_bone_setup", "0" );
#endif
ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "0", 0, "Enable parallel processing of C_BaseAnimating::SetupBones()" );
//ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "1", 0, "Enable parallel processing of C_BaseAnimating::SetupBones()" );
//-----------------------------------------------------------------------------
// Purpose: Do the default sequence blending rules as done in HL1
@ -2682,7 +2682,7 @@ void C_BaseAnimating::ShutdownBoneSetupThreadPool() @@ -2682,7 +2682,7 @@ void C_BaseAnimating::ShutdownBoneSetupThreadPool()
void C_BaseAnimating::ThreadedBoneSetup()
{
g_bDoThreadedBoneSetup = cl_threaded_bone_setup.GetBool();
g_bDoThreadedBoneSetup = true; //cl_threaded_bone_setup.GetBool();
if ( g_bDoThreadedBoneSetup )
{
int nCount = g_PreviousBoneSetups.Count();

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