Fix T40257: Frustum culling not working properly
Instead of getting fancy this time, we'll just use Mahalin's simpler fix. This may have slight performance impacts, but it is a lot simpler than the previous fix and shouldn't cause as many bugs.
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@@ -1502,6 +1502,15 @@ void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int
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bool dbvt_culling = false;
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bool dbvt_culling = false;
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if (m_dbvt_culling)
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if (m_dbvt_culling)
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{
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{
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/* Reset KX_GameObject m_bCulled to true before doing culling
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* since DBVT culling will only set it to false.
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* This is similar to what RAS_BucketManager does for RAS_MeshSlot culling.
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*/
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for (int i = 0; i < m_objectlist->GetCount(); i++) {
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KX_GameObject *gameobj = static_cast<KX_GameObject*>(m_objectlist->GetValue(i));
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gameobj->SetCulled(true);
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}
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// test culling through Bullet
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// test culling through Bullet
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MT_Vector4 planes[6];
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MT_Vector4 planes[6];
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// get the clip planes
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// get the clip planes
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