SceneNode::VisiblityTest now use Camera instead of Frustum

Former-commit-id: 71199e3e80c5fbd6116d5fedb13276480f4e4731
This commit is contained in:
Lynix
2013-08-09 19:04:29 +02:00
parent d509fddc82
commit 13b505f91f
14 changed files with 27 additions and 27 deletions

View File

@@ -4,11 +4,11 @@
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <memory>
#include <tuple>
#include <Nazara/Graphics/Debug.hpp>
bool NzModelParameters::IsValid() const
@@ -671,7 +671,7 @@ void NzModel::UpdateBoundingVolume() const
m_boundingVolumeUpdated = true;
}
bool NzModel::VisibilityTest(const NzFrustumf& frustum)
bool NzModel::VisibilityTest(const NzCamera* camera)
{
#if NAZARA_GRAPHICS_SAFE
if (!IsDrawable())
@@ -687,7 +687,7 @@ bool NzModel::VisibilityTest(const NzFrustumf& frustum)
if (!m_boundingVolumeUpdated)
UpdateBoundingVolume();
return frustum.Contains(m_boundingVolume);
return camera->GetFrustum().Contains(m_boundingVolume);
}
NzModelLoader::LoaderList NzModel::s_loaders;