Reverted the frstum culling test to the old one which was fine, except for the wrong usage of isFrontFacing...

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@671 dfc29bdd-3216-0410-991c-e03cc46cb475
master
hybrid 2007-05-30 00:14:29 +00:00
parent 6c63b2f889
commit ae552a7d44
2 changed files with 9 additions and 12 deletions

View File

@ -839,16 +839,14 @@ bool CSceneManager::isCulled(ISceneNode* node)
for (s32 i=0; i<scene::SViewFrustum::VF_PLANE_COUNT; ++i)
{
bool pointInFrustum=false, pointOutsideFrustum=false;
for (u32 j=0; (j<8) && (!pointInFrustum || !pointOutsideFrustum); ++j)
bool boxInFrustum=false;
for (u32 j=0; j<8; ++j)
{
if (frust.planes[i].classifyPointRelation(edges[j]) != core::ISREL3D_FRONT)
pointInFrustum=true;
else
pointOutsideFrustum=true;
boxInFrustum=true;
}
if (!pointInFrustum)
if (!boxInFrustum)
return true;
}

View File

@ -307,18 +307,17 @@ private:
for (i=0; i<scene::SViewFrustum::VF_PLANE_COUNT; ++i)
{
u32 inFrustum=0, outFrustum=0;
bool boxInFrustum=false;
for (int j=0; j<8; ++j)
if (frustum.planes[i].classifyPointRelation(edges[j]) != core::ISREL3D_FRONT)
++inFrustum;
else
++outFrustum;
{
boxInFrustum=true;
break;
}
if (!inFrustum) // all edges outside
return;
else if (outFrustum) // intersection of plane
break;
}
}