Commit: a1a182c2684a7f050f6a85820e183c31ff117e82
Author: Mitchell Stokes
Date:   Wed Jan 7 20:41:07 2015 -0800
Branches: blender-v2.73-release
https://developer.blender.org/rBa1a182c2684a7f050f6a85820e183c31ff117e82

Fix T40257: Frustum culling not working properly

Instead of getting fancy this time, we'll just use Mahalin's simpler
fix. This may have slight performance impacts, but it is a lot simpler
than the previous fix and shouldn't cause as many bugs.

===================================================================

M       source/gameengine/Ketsji/KX_Scene.cpp

===================================================================

diff --git a/source/gameengine/Ketsji/KX_Scene.cpp 
b/source/gameengine/Ketsji/KX_Scene.cpp
index 6b49e44..040949d 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1502,6 +1502,15 @@ void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* 
rasty,KX_Camera* cam, int
        bool dbvt_culling = false;
        if (m_dbvt_culling) 
        {
+               /* Reset KX_GameObject m_bCulled to true before doing culling
+                * since DBVT culling will only set it to false.
+                * This is similar to what RAS_BucketManager does for 
RAS_MeshSlot culling.
+                */
+               for (int i = 0; i < m_objectlist->GetCount(); i++) {
+                       KX_GameObject *gameobj = 
static_cast<KX_GameObject*>(m_objectlist->GetValue(i));
+                       gameobj->SetCulled(true);
+               }
+
                // test culling through Bullet
                MT_Vector4 planes[6];
                // get the clip planes

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