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authorCampbell Barton <ideasman42@gmail.com>2008-09-05 20:22:14 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-09-05 20:22:14 +0400
commit5eab0da6335b57cc3508d85277592e0f789c7ebd (patch)
tree4b104b8664f2b32a833de7c6d8b52b4e5b42c74c /source/gameengine/Ketsji/KX_Scene.cpp
parent2e653838c09be5f813c4d979a035b0b44211bed4 (diff)
BGE set visible actuator, option to set visibility recursively to make managing visibility for collections of objects a lot easier.
BGE Python api's ob.setVisible() also takes an optional recursive arg thats off by default
Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 2ad0412f1bf..72875bbc039 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1235,7 +1235,7 @@ void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool vi
}
gameobj->SetCulled(!visible);
- gameobj->UpdateBuckets();
+ gameobj->UpdateBuckets(false);
}
}
if (node->Left())
@@ -1253,7 +1253,7 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam
// Shadow lamp layers
if(layer && !(gameobj->GetLayer() & layer)) {
gameobj->SetCulled(true);
- gameobj->UpdateBuckets();
+ gameobj->UpdateBuckets(false);
return;
}
@@ -1300,10 +1300,10 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam
// Visibility/ non-visibility are marked
// elsewhere now.
gameobj->SetCulled(false);
- gameobj->UpdateBuckets();
+ gameobj->UpdateBuckets(false);
} else {
gameobj->SetCulled(true);
- gameobj->UpdateBuckets();
+ gameobj->UpdateBuckets(false);
}
}