diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2014-07-10 09:34:45 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-07-10 09:36:55 +0400 |
commit | a1aa96940c74f51a8661a497286c8e9b7ecc460f (patch) | |
tree | 501a5947b394bac66e8575267e0c4c1d22979e56 /source/gameengine/Ketsji/KX_GameObject.cpp | |
parent | 30b4d0c0eca31215d67d346119ba8ecf79f70a2e (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.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 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(); |