Revert "Fix T40257: Frustum culling not working properly"

This reverts commit 315609ec0c.

This fix still causes more issues than it solves.
This commit is contained in:
Mitchell Stokes
2015-01-07 20:31:08 -08:00
parent ae18fd5937
commit 4fac29ca0e
8 changed files with 35 additions and 57 deletions

View File

@@ -1531,9 +1531,6 @@ void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
}
}
// Now that we know visible meshes, update LoDs
UpdateObjectLods();
}
// logic stuff
@@ -1642,20 +1639,6 @@ static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(t
void KX_Scene::UpdateAnimations(double curtime)
{
KX_KetsjiEngine *engine = KX_GetActiveEngine();
if (engine->GetRestrictAnimationFPS())
{
// Handle the animations independently of the logic time step
double anim_timestep = 1.0 / GetAnimationFPS();
if (curtime - m_previousAnimTime < anim_timestep)
return;
// Sanity/debug print to make sure we're actually going at the fps we want (should be close to anim_timestep)
// printf("Anim fps: %f\n", 1.0/(m_clockTime - m_previousAnimTime));
m_previousAnimTime = curtime;
}
TaskPool *pool = BLI_task_pool_create(KX_GetActiveEngine()->GetTaskScheduler(), &curtime);
for (int i=0; i<m_animatedlist->GetCount(); ++i) {