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authorJuan Linietsky <juan@godotengine.org>2020-02-28 08:27:04 -0300
committerJuan Linietsky <juan@godotengine.org>2020-02-28 11:20:45 -0300
commit475e4ea67b7e650fd1df01eab6ea659afbc16ec5 (patch)
tree9e9603a3bd51a5d31a767334fa413b030a3ed402 /scene/resources/mesh.cpp
parent5beccaf86fc89166d0b7d28cfcf719cad8fb30ee (diff)
downloadredot-engine-475e4ea67b7e650fd1df01eab6ea659afbc16ec5.tar.gz
Removed interactive loader, added proper thread loading.
Diffstat (limited to 'scene/resources/mesh.cpp')
-rw-r--r--scene/resources/mesh.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index 08c4169167..a063b7f74f 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -1004,7 +1004,6 @@ void ArrayMesh::_set_surfaces(const Array &p_surfaces) {
} else {
// if mesh does not exist (first time this is loaded, most likely),
// we can create it with a single call, which is a lot more efficient and thread friendly
- print_line("create mesh from surfaces: " + itos(surface_data.size()));
mesh = VS::get_singleton()->mesh_create_from_surfaces(surface_data);
VS::get_singleton()->mesh_set_blend_shape_mode(mesh, (VS::BlendShapeMode)blend_shape_mode);
}