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authorMitchell Stokes <mogurijin@gmail.com>2014-07-11 09:11:25 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-07-11 09:14:30 +0400
commit315609ec0c1e28eb12bde3e8bbd2a5b03672b1a9 (patch)
tree66b2e264934e18944d9699e39ac81f5ba6969ef3 /source/gameengine/VideoTexture
parentd419e2e90cc3bb3fd6aa89baab8b4f4caa2001e1 (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.cpp2
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();