From a1aa96940c74f51a8661a497286c8e9b7ecc460f Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Wed, 9 Jul 2014 22:34:45 -0700 Subject: 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. --- source/gameengine/Ketsji/KX_GameObject.cpp | 21 --------------------- source/gameengine/Ketsji/KX_GameObject.h | 4 ++-- 2 files changed, 2 insertions(+), 23 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 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(); diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h index f7f40acb8f1..7450be4fdef 100644 --- a/source/gameengine/Ketsji/KX_GameObject.h +++ b/source/gameengine/Ketsji/KX_GameObject.h @@ -852,10 +852,10 @@ public: /** * Was this object culled? */ - bool + inline bool GetCulled( void - ); + ) { return m_bCulled; } /** * Set culled flag of this object -- cgit v1.2.3