From 4fac29ca0e8cc09a3f7bce27f549cc75ffdbb1d4 Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Wed, 7 Jan 2015 20:31:08 -0800 Subject: Revert "Fix T40257: Frustum culling not working properly" This reverts commit 315609ec0c1e28eb12bde3e8bbd2a5b03672b1a9. This fix still causes more issues than it solves. --- source/gameengine/Ketsji/KX_GameObject.cpp | 21 --------------------- 1 file changed, 21 deletions(-) (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp') diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index b1649809a26..4ac889b1927 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -930,27 +930,6 @@ 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(); -- cgit v1.2.3