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author | Mitchell Stokes <mogurijin@gmail.com> | 2014-07-11 09:11:25 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-07-11 09:14:30 +0400 |
commit | 315609ec0c1e28eb12bde3e8bbd2a5b03672b1a9 (patch) | |
tree | 66b2e264934e18944d9699e39ac81f5ba6969ef3 /source/blender/bmesh/operators | |
parent | d419e2e90cc3bb3fd6aa89baab8b4f4caa2001e1 (diff) |
Fix T40257: Frustum culling not working properly
This is mostly the same fix as before, but now code depending on culling
checks is executed after KX_Scene->CalculateVisibleMeshes(). As a
side-effect, LoD checks and animation culling now use the current
frame's culling information rather than the previous frame's.
Diffstat (limited to 'source/blender/bmesh/operators')
0 files changed, 0 insertions, 0 deletions