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.
This commit is contained in:
Mitchell Stokes
2014-07-10 22:11:25 -07:00
parent d419e2e90c
commit 315609ec0c
8 changed files with 57 additions and 35 deletions

View File

@@ -274,6 +274,8 @@ void ImageRender::Render()
m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);
m_scene->UpdateAnimations(m_engine->GetFrameTime());
m_scene->RenderBuckets(camtrans, m_rasterizer);
m_scene->RenderFonts();