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authorBenoit Bolsee <benoit.bolsee@online.be>2008-11-26 20:35:53 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2008-11-26 20:35:53 +0300
commit650ac62919743826213c9d48426cee852623f6cc (patch)
treea2093c3d16ebb571c8ff588ee95dc814afdaefd1 /source/gameengine/Ketsji/KX_Scene.cpp
parente988a9276c58937bd43af1bd1d889c9f2d1ac296 (diff)
BGE bug fix: culling algorithm didn't used the correct camera.
Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index caa71441b1d..476a931355f 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1249,7 +1249,7 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam
// If the camera is inside this node, then the object is visible.
if (!vis)
{
- vis = gameobj->GetSGNode()->inside( GetActiveCamera()->GetCameraLocation() );
+ vis = gameobj->GetSGNode()->inside( cam->GetCameraLocation() );
}
// Test the object's bound sphere against the view frustum.