mirror of https://github.com/godotengine/godot
`SceneTreeFTI` - miscellaneous speedups
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@ -459,7 +459,7 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_half_fra
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#endif
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// Don't recurse into hidden branches.
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if (s && !s->is_visible()) {
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if (s && !s->data.visible) {
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// NOTE : If we change from recursing entire tree, we should do an is_visible_in_tree()
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// check for the first of the branch.
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return;
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@ -593,7 +593,7 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_half_fra
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// Recurse to children.
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for (uint32_t n = 0; n < num_children; n++) {
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_update_dirty_nodes(p_node->get_child(n), p_current_half_frame, p_interpolation_fraction, p_active, s->data.fti_global_xform_interp_set ? &s->data.global_transform_interpolated : &s->data.global_transform, p_depth + 1);
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_update_dirty_nodes(children.ptr()[n], p_current_half_frame, p_interpolation_fraction, p_active, s->data.fti_global_xform_interp_set ? &s->data.global_transform_interpolated : &s->data.global_transform, p_depth + 1);
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}
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}
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