Revert "Fix T40257: Frustum culling not working properly"

This reverts commit 978dba4616. The change
still doesn't provide accurate culling information, and actually breaks
animation culling.
This commit is contained in:
Mitchell Stokes
2014-07-09 22:34:45 -07:00
parent 30b4d0c0ec
commit a1aa96940c
2 changed files with 2 additions and 23 deletions

View File

@@ -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<RAS_MeshSlot> 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();

View File

@@ -852,10 +852,10 @@ public:
/**
* Was this object culled?
*/
bool
inline bool
GetCulled(
void
);
) { return m_bCulled; }
/**
* Set culled flag of this object