faster Particlesystem

removed a useless validation call which was pretty expensive for many 
particle systems alive
It checked for existance of particle system in the vector we were curretnly 
cycling through.
This commit is contained in:
titiger 2015-01-17 15:14:38 +01:00
parent 9e929481c8
commit 0616483452

View File

@ -2435,7 +2435,7 @@ void ParticleManager::update(int renderFps){
vector<ParticleSystem *> cleanupParticleSystemsList; vector<ParticleSystem *> cleanupParticleSystemsList;
for(unsigned int i= 0; i < particleSystems.size(); i++){ for(unsigned int i= 0; i < particleSystems.size(); i++){
ParticleSystem *ps= particleSystems[i]; ParticleSystem *ps= particleSystems[i];
if(ps != NULL && validateParticleSystemStillExists(ps) == true) { if(ps != NULL) {
currentParticleCount+= ps->getAliveParticleCount(); currentParticleCount+= ps->getAliveParticleCount();
bool showParticle= true; bool showParticle= true;