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author | Mitchell Stokes <mogurijin@gmail.com> | 2015-01-08 07:31:08 +0300 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2015-01-08 07:38:05 +0300 |
commit | 4fac29ca0e8cc09a3f7bce27f549cc75ffdbb1d4 (patch) | |
tree | be7eee86343577d5f014eedb23fb3d779b979874 /source/gameengine/Ketsji/KX_GameObject.cpp | |
parent | ae18fd5937753d1fc420dc8aef78efacabb9750c (diff) |
Revert "Fix T40257: Frustum culling not working properly"
This reverts commit 315609ec0c1e28eb12bde3e8bbd2a5b03672b1a9.
This fix still causes more issues than it solves.
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_GameObject.cpp | 21 |
1 files changed, 0 insertions, 21 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index b1649809a26..4ac889b1927 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -930,27 +930,6 @@ KX_GameObject::SetVisible( } } -bool KX_GameObject::GetCulled() -{ - // If we're set to not cull, double-check with - // the mesh slots first. This is kind of nasty, but - // it allows us to get proper culling information. - if (!m_bCulled) - { - SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots); - for (mit.begin(); !mit.end(); ++mit) - { - if ((*mit)->m_bCulled) - { - m_bCulled = true; - break; - } - } - } - - return m_bCulled; -} - static void setOccluder_recursive(SG_Node* node, bool v) { NodeList& children = node->GetSGChildren(); |