Change per frame software skinning check to is_visible

My mistake I missed this before the PR got merged:

is_visible_in_tree() should be avoided being called per frame unless absolutely necessary, because it is a recursive function that traverses the scene tree. It should be used when deciding on rare occasions whether to switch on or off skeleton processing, but it is better to use the cheaper is_visible() check on the per frame update.
This commit is contained in:
lawnjelly 2020-10-12 19:03:43 +01:00
parent a392aa455f
commit 0abae185c8

View file

@ -370,7 +370,11 @@ void MeshInstance::_initialize_skinning(bool p_force_reset) {
void MeshInstance::_update_skinning() {
ERR_FAIL_COND(!_is_software_skinning_enabled());
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
ERR_FAIL_COND(!is_visible_in_tree());
#else
ERR_FAIL_COND(!is_visible());
#endif
ERR_FAIL_COND(!software_skinning);
Ref<Mesh> software_skinning_mesh = software_skinning->mesh_instance;