Fix T40257: Frustum culling not working properly
This is mostly the same fix as before, but now code depending on culling checks is executed after KX_Scene->CalculateVisibleMeshes(). As a side-effect, LoD checks and animation culling now use the current frame's culling information rather than the previous frame's.
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@@ -274,6 +274,8 @@ void ImageRender::Render()
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m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);
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m_scene->UpdateAnimations(m_engine->GetFrameTime());
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m_scene->RenderBuckets(camtrans, m_rasterizer);
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m_scene->RenderFonts();
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