Revert "Fix T40257: Frustum culling not working properly"
This reverts commit 315609ec0c.
This fix still causes more issues than it solves.
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@@ -1531,9 +1531,6 @@ void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int
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MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
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}
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}
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// Now that we know visible meshes, update LoDs
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UpdateObjectLods();
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}
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// logic stuff
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@@ -1642,20 +1639,6 @@ static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(t
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void KX_Scene::UpdateAnimations(double curtime)
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{
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KX_KetsjiEngine *engine = KX_GetActiveEngine();
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if (engine->GetRestrictAnimationFPS())
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{
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// Handle the animations independently of the logic time step
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double anim_timestep = 1.0 / GetAnimationFPS();
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if (curtime - m_previousAnimTime < anim_timestep)
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return;
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// Sanity/debug print to make sure we're actually going at the fps we want (should be close to anim_timestep)
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// printf("Anim fps: %f\n", 1.0/(m_clockTime - m_previousAnimTime));
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m_previousAnimTime = curtime;
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}
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TaskPool *pool = BLI_task_pool_create(KX_GetActiveEngine()->GetTaskScheduler(), &curtime);
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for (int i=0; i<m_animatedlist->GetCount(); ++i) {
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