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authorMitchell Stokes <mogurijin@gmail.com>2014-07-10 09:34:45 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-07-10 09:36:55 +0400
commita1aa96940c74f51a8661a497286c8e9b7ecc460f (patch)
tree501a5947b394bac66e8575267e0c4c1d22979e56 /source/gameengine/Ketsji/KX_GameObject.cpp
parent30b4d0c0eca31215d67d346119ba8ecf79f70a2e (diff)
Revert "Fix T40257: Frustum culling not working properly"
This reverts commit 978dba4616852e0b94374f2ae56934049d9b3669. The change still doesn't provide accurate culling information, and actually breaks animation culling.
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp21
1 files changed, 0 insertions, 21 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index f61d08e7f71..de528aeac63 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -928,27 +928,6 @@ 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();