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 _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs