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author | Mitchell Stokes <mogurijin@gmail.com> | 2014-07-11 09:11:25 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-07-11 09:14:30 +0400 |
commit | 315609ec0c1e28eb12bde3e8bbd2a5b03672b1a9 (patch) | |
tree | 66b2e264934e18944d9699e39ac81f5ba6969ef3 /source/gameengine/VideoTexture | |
parent | d419e2e90cc3bb3fd6aa89baab8b4f4caa2001e1 (diff) |
Fix T40257: Frustum culling not working properly
This is mostly the same fix as before, but now code depending on culling
checks is executed after KX_Scene->CalculateVisibleMeshes(). As a
side-effect, LoD checks and animation culling now use the current
frame's culling information rather than the previous frame's.
Diffstat (limited to 'source/gameengine/VideoTexture')
-rw-r--r-- | source/gameengine/VideoTexture/ImageRender.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp index 18474932879..8c6dcf45d6f 100644 --- a/source/gameengine/VideoTexture/ImageRender.cpp +++ b/source/gameengine/VideoTexture/ImageRender.cpp @@ -274,6 +274,8 @@ void ImageRender::Render() m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera); + m_scene->UpdateAnimations(m_engine->GetFrameTime()); + m_scene->RenderBuckets(camtrans, m_rasterizer); m_scene->RenderFonts(); |